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		<title>Aut&#039;akh</title>
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		<updated>2020-02-18T04:31:47Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Fall of the Mador */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = The Free Conclave / The Polar Insurrection&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &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 after the Contact War, the Aut&#039;akh symbolically seize and control their own spiritual destiny through ritualistic augmentation. After revealing themselves to the galaxy, the immediately besieged and haggard Aut&#039;akh have been making friendly gestures toward nearly every power in the galaxy in an attempt to be formally recognized and avoid destruction by their brothers in the Hegemony. The Aut&#039;akh use an information network called the &amp;quot;Mesh&amp;quot; that allows their operating system, called Oss, to facilitate decisions and projects based on input and projections to aid in the management of society. While Oss is considered to be a manifestation of Sk&#039;akh, Oss has no binding authority over the Aut&#039;akh as its decisions are informed by programmers and followed voluntarily.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh can take any non-command job.&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
*For limb repairs, Aut&#039;akh need cables or welders like IPC repairs.&lt;br /&gt;
*For surgery you must first cut open the metal chest with a saw, and then operate as normal.&lt;br /&gt;
&lt;br /&gt;
=== Biology and Augments===&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh claim they are immortal due to their augmentation, but being around for only a decade there is no way to truly verify this. Their life expectancy ranges from hundreds to thousands of years, but time will tell. Currently, the oldest Aut&#039;akh is 72, being augmented at 68.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
Internally, barring the additional organs, Aut&#039;akh retains all of the regular internal organs of regular Unathi.&lt;br /&gt;
&lt;br /&gt;
Both male and females retain all functions necessary for reproduction.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh can still &#039;feel&#039; and sense pain, but face difficulty in really feeling abstract things like the warmth of a sunny day at the beach or a cool breeze. They are still able to feel, but many Aut&#039;akh describe feeling physical sensations like hearing a muted conversation from another room. Aut&#039;akh retain their sense of smell and taste and enjoy many diverse foods when they can get it.&lt;br /&gt;
&lt;br /&gt;
==== Organs Present In Game ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haemodynamic control system&#039;&#039;&#039; - Allows the user to stabilize themselves (at least temporarily) from major injuries at the cost of 50% to 75% of their hunger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adrenal management system&#039;&#039;&#039; - A series of mechanical stimulants and extra glands placed along the adrenal system. Allows the user to cause minor toxin/brute damage to the entire body for the duration of the effect in exchange for a temporary endurance boost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; - Flavor organ in the head. Takes the form of a brain implant connected to the region associated with religious experience. Does nothing in gameplay. It contains the Oss Operating system.&lt;br /&gt;
&lt;br /&gt;
===== Graspers =====&lt;br /&gt;
&lt;br /&gt;
Graspers must always be placed where your right hand is, and will not work as a left hand or left arm!&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh tend to favor colors that match existing Unathi scale colors. The major color categories are red, black, orange-brown (&amp;quot;sand colored&amp;quot;) and green. However, some Aut&#039;akh choose to express themselves with colors ranging from white, dark blue, or gray.&lt;br /&gt;
&lt;br /&gt;
Female and male Aut&#039;akh look almost completely indistinguishable, and only Aut&#039;akh tend to be able to tell each other apart.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh tend to weigh between 290 - 320 pounds.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh tend to be between 5&#039;9&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backward, and have clawed feet and hands. They retain their very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue, on top of their present sensors. This tongue is usually black or an extremely dark red, and usually a foot in length. Some Aut&#039;akh still lick their own eyeballs out of habit, despite no longer needing to.&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh Unathi will identify themselves with their Aut&#039;akh clan name and then their personally chosen name, although those nostalgic for their past may append their former clan name on the end. &lt;br /&gt;
For example, Gorish Mum&#039;bazi, when he joins the Aut&#039;akh, would be named &#039;&#039;&#039;Veetek Uza&#039;&#039;&#039;. Or if he was nostalgic, &#039;&#039;&#039;Veetek Uza-Mum&#039;bazi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Commonly, interactions within the Mesh are facilitated with a &#039;username&#039; for every Aut&#039;akh. User names are deeply personal things, denoting one&#039;s soul separated from Sk&#039;akh.&lt;br /&gt;
For example, &#039;&#039;&#039;Veetek Uza&#039;&#039;&#039; may be represented as &#039;&#039;&#039;VeetUz#Aut&#039;akhJoy&#039;&#039;&#039; or may discard the name entirely, &#039;&#039;&#039;RedPolymer4Sk&#039;akh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Clans of the Communes ==&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh clans are more akin to guilds than actual clans, being voluntary organizations biased toward certain crafts. This is due to most of the Aut&#039;akh population being exiles from other clans, or those whose clans were destroyed in the contact war, and many unrelated Unathi can belong to a single clan.&lt;br /&gt;
&lt;br /&gt;
Not all decisions are made from Oss itself. Anything that is not a community-wide decision is handled internally with the Clans or immediate family/friends. Issues such as digging, mining, power generation, electrical grids, aquaculture building, or personal matters between people, are handled by the Clan it pertains to, or that Clan asks for a mediator if they have a dispute with another clan. Clans almost always cooperate with each other if it enables their work or the other clan&#039;s work. That said, disagreements between Clans or internally usually have the Aut&#039;akh involved in the debate citing projections made by Oss, if any were made. But in day to day life, miners will dig, fishermen will fish, and Optikam will engage in daring raids to sabotage Hegemon incursions. &lt;br /&gt;
&lt;br /&gt;
Almost all of the traditional Clans of the Aut&#039;akh subscribe to traditional [[Unathi Honor]].&lt;br /&gt;
&lt;br /&gt;
===Clan Veetek - The Engineers===&lt;br /&gt;
&lt;br /&gt;
Named after the VTEC modules they carefully craft, no mech race is complete without a Veetek representative present, and Veetek members tend to make up the core of the Aut&#039;akh exosuit effort. They tend not to become involved too heavily in internal Aut&#039;akh politics in their eternal quest for speed. Veetek mechanics are often found making dangerous, ill-advised modifications to Aut&#039;akh drones and androids, or posting endlessly on the Mesh about the newest mech models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghean Veteek&#039;&#039;&#039; have begun creating &#039;Scrapyard Mechs&#039; because of the on-going blockade limiting their access to complex resources for mech production. Assembled from scrap and components recovered by scavenging teams in the Wasteland, Veteek mecha drivers take deep pride in their hodgepodge, ugly, &amp;quot;good enough&amp;quot; mechs that they treat like one of their own hatchlings. This includes the mechs meant for combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Gibson Commune&#039;&#039;&#039; Veetek have better access to mech technology present in NanoTrasen, but many struggle to come to terms with the reality that whatever mechs they produce for NanoTrasen are property of NanoTrasen itself, and that they will need to hand it over eventually.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Veetek tends to work in the &#039;&#039;&#039;science&#039;&#039;&#039; and &#039;&#039;&#039;medical&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Mahashik - The Miners===&lt;br /&gt;
&lt;br /&gt;
Named after the geologic Mohorovicic layer they probe for minerals, this mining clan has a high proportion of heavy robot frames. They are often employed as a backline defense for the home bunkers, and they generally see themselves as the pillars on which Aut&#039;akh society is built. Clan Mahashik is also responsible for power management and construction in many cases, as their heavy, durable bodies are well suited to the task.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghean&#039;&#039;&#039; Mahashik spend most of their time underground mining into the crust, expanding the bunkers, and repairing damage caused by incursions from the wider world. They are slowly developing a more revanchist attitude towards the attacking Izweski and Maraziites, and are beginning to question the doctrine of remaining strictly defensive. They are known to host BBQs whenever there is available meat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibson Mahashik&#039;&#039;&#039; spend most of their time trying to dig into the crust of New Gibson and quickly running afoul of the complex legal troubles regarding land ownership, digging permits, and other bureaucratic elements of the State. They also help maintain the fragile infrastructure of the new colony when they are not working for NanoTrasen to help repay the debt the commune owes. With their wide-ranging responsibilities, many lament their lack of time to host BBQs.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Mahashik tends to work in the &#039;&#039;&#039;supply&#039;&#039;&#039; and &#039;&#039;&#039;engineering&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Siansi - The Industrialists===&lt;br /&gt;
&lt;br /&gt;
Named after the automated production systems they maintain. They&#039;re often seen as a more spiritual clan, as they tend to take rather minimalist bodies, or alternatively remain mostly organic. Using their Soul Anchor they are able to directly control industrial equipment with their minds if it also runs on Oss. They tend to provide most of the industrial goods that the Autakh require, and they tend to style themselves as wise sages, often using mystified terms and technical jargon unique to Siansi.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghean Siansi&#039;&#039;&#039; spend most of their time inside underground workshops, producing finished goods and trying to find more effective ways to utilize dwindling resources in their factories and workshops. As a group they are struggling to reconcile their desire to keep the polar commune peaceful and defensive only. Siansi sages often preach against the growing revanchism, but their words are beginning to become less convincing to the clans who face nearly daily strikes and attacks from the outside world.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibson Siansi &#039;&#039;&#039;spend most of their time inside retrofitted workshops, designing consumer and finished goods. Production costs on New Gibson remain high due to the monopoly NanoTrasen has over the system and exclusive supply deals with the commune. The Siansi are growing increasingly frustrated at NanoTrasen requiring them to sell almost a third of all produced goods to the company at prices that match production costs, only to have NanoTrasen then turn around and sell those goods at a mark up with the profits going to NanoTrasen shareholders rather than towards repayment of the debt.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Siansi tends to work in the &#039;&#039;&#039;science&#039;&#039;&#039; and &#039;&#039;&#039;civilian&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Optikam - The Shadowscales===&lt;br /&gt;
&lt;br /&gt;
Named after the optical camouflage systems they covet, Optikam busies themselves with the business of stealth, scouting, and long-range battle. Optikam commandos contribute some of their members of the Autakhs&#039; highly mobile Hussar units, and they tend to recruit out of sickly, thin, short, or albino members of the species. They tend to have a sort of scheming underdog mentality; they&#039;ll do anything to win, because winning is the only honorable thing. Other clans tend to look down upon them because of their use of underhanded tactics. Strangely, members of clan Optikam often end up filling simple roles such as custodians and delivery people.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghean Optikam&#039;&#039;&#039; have exhausted all of their patience for non-Aut&#039;akh Unathi. The Clan has openly advocated for striking back at the Hegemony and Maraziite Order to bring the fight away from their homes. Optikam commanders use the controversial BattleTrance.OSS Implement to engage in brutal and ruthless attacks on encroaching forces. With a grim determination to win the war by any means necessary, Optikam are beginning to worry the rest of the Commune by abandoning ancient traditions of honorable warfare in favor of a new, efficient doctrine of asymmetrical war.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibson Optikam&#039;&#039;&#039; resent the exploitation of the Commune by NanoTrasen and humanity. While not as brazenly hostile and revanchist as their Moghean counterparts, Optikam are still known to try to engage in small acts of sabotage and resistance. Losing paperwork, turning off pumps, disabling a pipe, faxing solid black papers to CCIA offices to waste all their ink, and dozens of other minuscule acts. The Optikam in New Gibson are attempting to kill NanoTrasen by a thousand tiny cuts. &lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Optikam tends to work in the &#039;&#039;&#039;security&#039;&#039;&#039;, &#039;&#039;&#039;civilian&#039;&#039;&#039;, and &#039;&#039;&#039;medical&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Saramiite - The Sledgehammers===&lt;br /&gt;
&lt;br /&gt;
Named after the diamond-hard material that makes up their projectiles and the tips of their weapons, and given the styling of a religious order, the Saramiite clan operates the largest number of heavy combat cyborgs, serving as the core of the Autakhs&#039; heavy infantry cuirassier units. They tend to recruit out of the largest, strongest unathi available, seeing themselves as the ultimate shield of the Aut&#039;akh, the pinnacle of warfare, without whom the other clans would be exterminated.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghes Saramiite&#039;&#039;&#039; are considered all fire and brimstone by the rest of the Commune. They are the driving force behind the growing revanchism. The majority of Saramiites want nothing more than to destroy the Hegemony and the Maraziites to keep everyone safe. They continue rigorous training and demand stronger and stronger weapons and augments be allocated to them. As resources are strained, many groups within the Commune willingly hand over their own limited supplies to aid the Saramiites who are keeping them safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibsonite Saramiite&#039;&#039;&#039; are  generally frustrated that their primary purpose as defenders and warriors has been made redundant. Many of them still patrol the Commune, but with a lack of threats and the presence of Tau Ceti law enforcement (who now have jurisdiction over Saramiites entirely) many of them are becoming increasingly listless and strike off to work for NanoTrasen or the [[Tau Ceti Foreign Legion]]. They resent the soullessness with which their job is treated in Tau Ceti and in corporate work in general. They don&#039;t like the mundane work that is a corporate or government security job but it&#039;s the only thing they&#039;re really prepared for. Other Saramiites go as far as to join criminal elements as hired muscle to help the Commune and experience something fulfilling and exciting in their purpose, despite the dread it brings.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Saramiite tends to work in the &#039;&#039;&#039;security&#039;&#039;&#039; and &#039;&#039;&#039;engineering&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Kethresh - The Fishermen===&lt;br /&gt;
&lt;br /&gt;
Named after the aquafarmer equipment they prize, clan Kethresh specializes in bringing aquaculture vats and fisheries to dangerous places. Most of clan Kethresh operate in heated domes above the bunker complexes, and thus are generally the first to suffer during a Hegemony incursion. For this reason, Kethresh aquafarmers tend to adopt a determined but fatalistic attitude. They have little fear, but are absolutely resigned to death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghes Kethresh&#039;&#039;&#039; feel increasingly fatalistic. They&#039;re hopeful that the Saramiites can stop the harassment from the Hegemony but they&#039;re cynical in that they expect nothing will change and all their work will continue to be destroyed over and over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibsonite Kethresh&#039;&#039;&#039; are slowly becoming more hopeful. They are unlikely to be attacked and aquaculture is one of the few things that NanoTrasen and the State do not intrude on, so they&#039;re left nearly  unmolested for the first time ever.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Kethresh tends to work in the &#039;&#039;&#039;supply&#039;&#039;&#039; and &#039;&#039;&#039;civilian&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Ansiba - The Scholars===&lt;br /&gt;
&lt;br /&gt;
Named after an arcane piece of telecommunication equipment, clan Ansiba is the newest and weakest of all the clans, only existing as long as the Exile Convoy. They are a highly thoughtful and scientific clan, recruiting exclusively from the ranks of the most intelligent unathi. Ansiba is the clan that has the closest relationship with non-Aut&#039;akh unathi, even going so far as to operate cults in several of the Hegemony&#039;s major cities. Ansiba tends to have a smug, superior attitude towards the other clans, and they have the highest proportion of Paradigms of any clan.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghean Ansiba&#039;&#039;&#039; started as scientists, but they&#039;ve since expanded into the production and maintenance of telecommunications equipment, broadcasting, and infiltration of the Hegemony. They coordinate with the Optikam for infiltration missions. They run pirate radio and broadcast pro-Autakh propaganda. In disguises or even lacking any external, obvious augments, they also travel the Wasteland and Moghes to seek out exiles and people unhappy with the hegemony in order to recruit them. They are extremely interested in robotics and, despite their lack of complex electronics to build them, view the [[IPC]] as entities of magic and as valuable friends and allies. This puts them at odds with other members of the Commune, who view synthetics as mere tools.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibsonite Ansiba&#039;&#039;&#039; also focus on the sciences, but without needing to commit infiltration. They spread pro-Autakh propaganda and attempt to recruit out of the underclasses of Tau Ceti, regardless of species. They are also extremely interested in positronics as allies and members of the commune and are generally ecstatic by being near so many in Tau Ceti. They remain an outlier in viewing Synthetics as being entities of pure magic (due to their fully &#039;augmented&#039; nature) and try to persuade the rest of the wary commune to this idea.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Ansiba tends to work in the &#039;&#039;&#039;science&#039;&#039;&#039; and &#039;&#039;&#039;service&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
In-depth information on the Aut&#039;akh&#039;s spiritual beliefs can be found on the [[Unathi Religion]] page.&lt;br /&gt;
&lt;br /&gt;
=== Oss and The Mesh ===&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh spoke to the first who would become Aut&#039;akh, and led them to create Oss and the Mesh. The combined expression of all the magic of the Aut&#039;akh is called Oss, which is an avatar of Sk&#039;akh in cyberspace. For the non-religions, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; also connects an Aut&#039;akh to the Mesh. Through its use, Aut&#039;akh can share experiences on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
&lt;br /&gt;
Because Oss is an operating system, different communes not in close contact may over time begin to have doctrinal and policy drifts. Over more time and distance this may cause their version of Oss to become very different or even incompatible from one another. The Mesh is best described as a mental form of internet that works on any device that runs Oss.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh priests or shamans are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
&lt;br /&gt;
=== Decrees ===&lt;br /&gt;
&lt;br /&gt;
In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Sk&#039;akh themself, speaking through Oss. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past. &lt;br /&gt;
&lt;br /&gt;
There have been two Decrees in Aut&#039;akh history; both emerged in the middle of incredible divisive debate and uncertainty within the Polar Commune. More information is in the history section.&lt;br /&gt;
&lt;br /&gt;
While some Aut&#039;akh continue to believe that the Decrees indeed come from Sk&#039;akh, there are still divides on how to interpret them or ultimately if they are merely the product of a polarized commune.&lt;br /&gt;
&lt;br /&gt;
===Oss In Daily Life﻿===&lt;br /&gt;
&lt;br /&gt;
Oss does not communicate with its followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
&lt;br /&gt;
===The Implements===&lt;br /&gt;
&lt;br /&gt;
Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When ran, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with Aut&#039;akh also connected to their local Mesh network. The program overlays in their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; uses cybernetics to achieve its goals. This Implement is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been desc﻿ribed as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement used almost exclusively by the Optikam. Is a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by specialized groups of Optikam infiltrators. Optikam Commanders have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
=== Baffles ===&lt;br /&gt;
Having a spotty connection to the Mesh results in unusual scenarios known as &#039;&#039;&#039;Baffle Events&#039;&#039;&#039;. Oss is “baffled” as the mesh connection drops out abruptly and everything starts going wrong. People bump into each other, stuff falls over and breaks, then the connection comes back and it all goes smoothly again.&lt;br /&gt;
&lt;br /&gt;
For Aut’akh without a reliable connection to the Mesh, such as for Aut&#039;akh that travel outside the exile fleet to work on the Aurora or elsewhere in Tau Ceti, they don’t have this easy, instant communication with everyone around them. This loneliness can be unnerving to Aut’akh, so they are eager to talk to people; to ask them questions and learn about their experiences. Aut’akh in Tau Ceti are almost constantly trying to strike up friendly conversations with everyone around them. While they mean well, to many this can come off as unnerving.&lt;br /&gt;
&lt;br /&gt;
== The Polar Bunkers ==&lt;br /&gt;
&lt;br /&gt;
The Polar Bunkers are the home turf of the Aut&#039;akh. They were originally a series of military bunkers and climate research stations which were abandoned after the nuclear exchanges and left mostly intact. The Aut&#039;akh, at the end of their wanderings, found some of these places and converted them into a fortified but peaceful subterranean empire. Although the Aut&#039;akh know no central authority, the Polar Bunkers are considered the heartland of the Aut&#039;akh civilization.&lt;br /&gt;
&lt;br /&gt;
The interiors of these places are maddeningly complex, intertwined warrens of tunnels and rooms dug seemingly at random and filled with thousands of Aut&#039;akh. TravelGrid.OSS takes Aut&#039;akh to their destinations safely, guiding each individual to their destinations while minimizing collisions.&lt;br /&gt;
&lt;br /&gt;
== Consensus ==&lt;br /&gt;
&lt;br /&gt;
The laws of the Aut’akh, as it can be said they have them, are called &#039;&#039;&#039;Consensus&#039;&#039;&#039;. Consensus are agreements  between the majority of Aut’akh for a certain rule, guideline, or objective. When Aut’akh are connected to the Mesh they can communicate with all other Aut’akh in radio range, allowing a whole community to rapidly communicate with one another. The range of the Mesh can extend out to regions of a planet but cannot extend through interstellar distances or between planets without infrastructure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consensus is not needed for every single decision that an individual or group might make,&#039;&#039;&#039; but on matters that affect an entire commune. Most individuals know their job and how to do it without needing to call for an entire consensus. Mahashik will keep digging, Saramiite will keep training, and Optikam will keep patrolling. Consensus is for major projects.&lt;br /&gt;
&lt;br /&gt;
In the Exile fleet, the lack of being able to easily reach a Consensus has lead to a growing rise of minor issues and a generally much slower rate at reaching consensus or being slow to respond to unwanted behavior.&lt;br /&gt;
&lt;br /&gt;
== The Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== Ritual of Shards ===&lt;br /&gt;
&lt;br /&gt;
While the commune embraces anyone that accepts their teachings, the reality of resource management means that they cannot provide the full-body augmentation that all its members strive for. &#039;&#039;&#039;Priority is given to Unathi that are maimed or otherwise physically handicapped&#039;&#039;&#039;, and especially in the Polar Commune, the steady stream of Wastelanders means that the waiting list is very long for healthy initiates.&lt;br /&gt;
However, a fully healthy Unathi of at least 16 years old can ask any Paradigm to conduct the Ritual. What it is varies by the &#039;&#039;&#039;Paradigm&#039;&#039;&#039;, but the requirement is always the same: It must be difficult, dangerous, and typically selfless. Most early initiates were sent hiking the frigid cold in basic gear to deliver food to a reclusive Paradigm 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 celebrated and immediately offered full body augmentation through the &#039;&#039;&#039;Ritual of Rebirth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Ritual of Rebirth ===&lt;br /&gt;
&lt;br /&gt;
This is the process of acquiring a fully augmented Aut’akh body. Individuals who have already experienced great pain in their life, such as being maimed or disabled, may be allowed to receive their Ritual of Rebirth, since they have already had a Ritual of Shards by Sk’akh and the Ancestors.&lt;br /&gt;
&lt;br /&gt;
Unathi who complete a Ritual of Shards, even if they are (usually) unconscious, heavily injured, or extremely exhausted, will be put into a Sk’au in a Ritual Chamber where it will treat most of their ailments via limb replacement as well as enhance their ability to survive. The individual is  kept unconscious within the Sk’au. If a Unathi&#039;s heart has stopped within 30 minutes before being placed in the sarcophagus, their heart will be replaced and restarted by the machine where they will have a small chance to come back to life. An Aut&#039;akh Paradigm, completely covered in energy harnessing runes, will assist in powering the Sk’au during the process and remain next to them for anywhere from a day to a week to help them adjust to their new body and life.&lt;br /&gt;
&lt;br /&gt;
=== Sk’au Sarcophagi ===&lt;br /&gt;
&lt;br /&gt;
The original Sk’au were known as Sepulchres by the Mador, but this term has been replaced with Sk’au Sarcophagi, or just simply Sk’au. They resembled a stone sarcophagus with finely chiseled holes that conductive metal would run through. It’s believed based on Mador runes that they held a spiritual or medical purpose. They could have been used to rejuvenate their drying skin, or to try and make their bodies more like the southern Sinta’Unathi to let them survive in drier environments, but the true intention is unknown. Modern Sk’au are very similar to cryotubes; made of metal and glass. When filled with cryoxadone it allows the related Implement to direct the internal components to begin the process of safely performing the full body augmentation of the Unathi inside. When the Unathi wakes they have their new metal body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Exile Convoy ==&lt;br /&gt;
&lt;br /&gt;
After the Aut&#039;akh emerged from their bunkers, they were met with immediate hostility from the Maraziite Order and the Hegemony. A full blockade was put in place, and the convoys that secretly shuttled supplies to and from the Polar Bunkers was left stranded in the start of 2461.&lt;br /&gt;
[https://forums.aurorastation.org/topic/2662-mendell-city-bugle/?do=findComment&amp;amp;comment=109252| In Feburary of 2461 the Exile Fleet arrived in Tau Ceti, and after negotiations with Nanotrasen and the Biesellite government they were settled on New Gibson.] The majority of their ships touched down and have been joined together in a makeshift colony as they start to dig into the crust to make their more suitable subterranean complexes.&lt;br /&gt;
&lt;br /&gt;
The Exile Fleet is still unable to return to Moghes due to the ongoing blockade of the polar bunkers, and they cannot supply or resupply with their brethren. They are in effect having to restart their civilization all over again from the ground up. With only around 10,000 Aut&#039;akh, they are finding it difficult to exist within Tau Ceti; humans continue to misunderstand or belittle the necessity of Consensus. They are also locked into work contracts with NanoTrasen to pay off the debts they owe them and the governments for the purchase of the New Gibson land. Many Aut&#039;akh now have no control over the work they do for NanoTrasen. If they work outside New Gibson they also have a spotty or total lack of a connection to the Mesh, leading them to feel lonely and listless. They also face constant hostility and fear from other Unathi within Tau Ceti, as well as patronizing or hostile attitudes from humans and other aliens.&lt;br /&gt;
&lt;br /&gt;
Regardless of how individual Aut&#039;akh feel, there is a collective strengthening of their will as they continue on their quest to adapt and survive by any means necessary. They express their camaraderie and desire for peace and understanding by referring to everyone they talk to as &#039;&#039;&#039;friend&#039;&#039;&#039;. (Hello friend, how are you doing, can you hand me that wrench friend, thank you friend, you&#039;re welcome friend).&lt;br /&gt;
&lt;br /&gt;
== Runes and Magic ==&lt;br /&gt;
&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 &#039;&#039;&#039;Temple of the Mador&#039;&#039;&#039; 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. &lt;br /&gt;
&lt;br /&gt;
There are 28 letters in the traditional Mador runic alphabet, and the Aut’akh have through intensive study and divination expanded the alphabet to 33.&lt;br /&gt;
&lt;br /&gt;
The lack of extensive evidence on pre-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. &#039;&#039;&#039;The runic language has also been translated into a coding language, which is what Oss runs on.&#039;&#039;&#039; This helps keep a large sum of communications and coding tactics within the commune difficult to replicate by outsiders, and renders most of their technology and augments incompatible with the technology of the other factions.&lt;br /&gt;
&lt;br /&gt;
Artifacts or modern devices that Aut’akh want to imdue with magical power are labelled with words of power. A Veteek 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 mechs abilities. Aut’akh that frequently go into battle would chisel runes of power on their weapons or augmented bodies to channel their own spiritual energy or amplify the strength given by their ancestors.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh trace their origin to a collective group of scientists, engineers, and philosophers gathering after the instability and culture shock after &#039;&#039;&#039;First Contact&#039;&#039;&#039; with the aliens known as &#039;&#039;&#039;humans&#039;&#039;&#039;. They were trying to respond to the rise in instability and tensions across the world. They lobbied for peace and the avoidance of war, giving any Lords or commoners that would listen to dire warnings about the fate of the world if war were to break out. The one hundred or so members of the movement traveled the many Kingdoms of Moghes and met with many Lords of the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
When the &#039;&#039;&#039;Contact War&#039;&#039;&#039; started they continued their pleas but war fervor saw them repeatedly kicked out of Coalition and Izweski cities alike. They continued to campaign for an end to the war, but no one would listen. They saw the world refuse to change and work together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When the atomic bombs were exchanged&#039;&#039;&#039;, the movement began to hemorrhage followers. They were scattered to the winds and many lost their lives in the resulting chaos. Only half the original followers remained, and almost all of them were maimed or wounded from the violence or bombs. They wandered the growing Wasteland trying to piece together what had happened and how to go forward. They were heavily disenfranchised and chased out of towns and cities, and many of its members abandoned the group, feeling that all their efforts had been pointless.&lt;br /&gt;
&lt;br /&gt;
Eventually their number whittled down to just a dozen people remaining. One night as they slept in the ruins of a destroyed castle, the entire group allegedly &#039;&#039;&#039;received a divine message from Sk’akh&#039;&#039;&#039;.&lt;br /&gt;
Sk’akh told the group in their shared dream that Sinta’Unathi had their souls overtaken by demons, and that the entire species was henceforth barred from joining Her in death. All Sinta’Unathi were doomed to reincarnate for as long as they allowed the blight of demons to continue to fester within them. Sk’akh told them that they must purify their souls by creating a new vessel; the “vessel of the flesh” was no longer within Sk’akh’s vision. Finally, Sk’akh laid out for them a vision of a single tear falling from Their cheek onto Moghes that would point them to the key for the salvation of their people.&lt;br /&gt;
&lt;br /&gt;
The group woke up and quickly chattered in astonishment about the shared prophecy they had just received. With a religious zeal they packed up their makeshift camp and made the dangerous expedition from the Wasteland to the forests of the north.&lt;br /&gt;
&lt;br /&gt;
Prior to this, during the Contact War, an &#039;&#039;&#039;Eridanian&#039;&#039;&#039; recon and research vessel had been brought down from the skies by a strong nuclear blast, sending it careening into ruined farmland. This ship was the Mandjet, destined long ago to quietly observe Unathi and to entice rural villagers to board with vague promises and a contract the Unathi could not read. The Eridani’s exploitative contracts allowed them to &#039;&#039;&#039;experiment with augments on Unathi&#039;&#039;&#039; in an, ultimately wrong-headed, attempt to be the first to get their foot in the door in selling prosthetics and augments to the Hegemony. When the computer and vaults were cracked open by the proto-Aut’akh scientist and engineers and the databases and personnel files opened, they found wonders. Prosthetic spines, eyes, and blueprints for a new evolution of Sinta’Unathi - all of them with the corporate logo of the Corporate Federation.&lt;br /&gt;
&lt;br /&gt;
Most importantly, a primitive colony management system, still ready for setup and sale to a Unathi Lord that would never hear the sales pitch. In these early days, the group was working with primitive augments and equipment scavenged from the Eridanian expedition and shabby replicas produced out of rusty scrap and scavenged wiring. They built the first crude bodies for themselves and called themselves Aut’akh: &#039;&#039;&#039;&amp;quot;The Automatons of Sk&#039;akh&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cult tried to spread its message in a naive optimism and met with early success, but they were repeatedly and harshly rejected by any village they came across as they took on their obvious augmentations. Harassed at every turn, and some of them even being violently killed, they began to lose hope once again as their numbers were whittled down once more to a meager hundred. On one cold night, after taking refuge in city ruins from the War to hide from Wastelanders hunting them, they received a second vision. The group saw a bright light streak over their heads across the sky and ‘fall’ at the most extreme northern pole. Interpreting this as another tear from Sk’akh, the group packed up their equipment and made a final expedition to the north pole.&lt;br /&gt;
&lt;br /&gt;
Trekking through the snow for weeks, the journey was deadly and many more of the pilgrims lost their lives. They finally found the entrance to the ancient temple of the [[Mador]]. After entering past the stone doors, they shut behind them and locked them inside. Trapped, and with their supplies rapidly diminishing, the proto-Aut’akh quickly got to work exploring and understanding the ruins.&lt;br /&gt;
&lt;br /&gt;
After realizing the nature of the Mador’s technology, the Aut’akh were able to combine their methods with the Eridani coordinator AI, using the ancient runes in programming and in construction as they slowly merged the knowledge of the old ones with the knowledge of the future. When their work was finished, it was &#039;&#039;&#039;Oss&#039;&#039;&#039; that emerged when the AI was booted up. Oss was connected throughout the temple and was able to open the doors leading back outside. With this first hurdle passed, they got to work sending out expeditions south to recruit more members while they officially settled down and began exploring and founding the &#039;&#039;&#039;Polar Commune&#039;&#039;&#039;. The Commune&#039;s founding is considered to be 2450, and this is the earliest that a playable Aut&#039;akh could have joined the commune.&lt;br /&gt;
&lt;br /&gt;
The adopting of the Mador runic language and their rituals was a pivotal point in the cultural evolution of the Aut’akh. It all lead to the creation of the first &#039;&#039;&#039;Constructs&#039;&#039;&#039;, or androids, in &#039;&#039;&#039;2453&#039;&#039;&#039;, and the automation of the full-body augmentation process from the Sk’au Sarcophagi in &#039;&#039;&#039;2454&#039;&#039;&#039;. 2454 is the earliest that an Aut’akh can have been given the full-body augmentation. The limited resources available for full-body augmentation at the time lead to &#039;&#039;&#039;Ritual of Shards&#039;&#039;&#039; that any able-bodied Unathi must undertake before being allowed full augmentation.&lt;br /&gt;
&lt;br /&gt;
=== The First Decrees and the Modern Aut&#039;akh ===&lt;br /&gt;
&lt;br /&gt;
The first &#039;&#039;&#039;Decree&#039;&#039;&#039; came in 2452. The original Aut&#039;akh had been debating for weeks on whether or not to recruit from outside the Communes or rely on growing the population internally. The Commune taxed Oss with constant, unceasing research about the issue. Finally, in December, a bulletin with no author appeared on the Mesh that said, &#039;&#039;&#039;PROJECT: RECRUIT FROM EXILES&#039;&#039;&#039;. After exhaustive efforts by Paradigms to find the source of the bulletin, they eventually found that it was posted from Oss itself. After this point on, while many questioned this emergent behavior, the opinion within the Commune shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
The second &#039;&#039;&#039;Decree&#039;&#039;&#039; came in April of 2461. The Polar Commune was deeply divided on whether or not it was time to reveal their existence to the Hegemony and the wider galaxy. After months of intense debate, again stressing the limits of Oss&#039; processing power, a bulletin was again posted on the Mesh. This one simply said, &#039;&#039;&#039;PROJECT: REVEAL TO OUTSIDE&#039;&#039;&#039;. Again there was a divide between those that found this to be simply a &#039;glitch&#039; in the system, while many others took it on faith. It lead directly to the Aut&#039;akh revealing themselves to the galaxy.&lt;br /&gt;
&lt;br /&gt;
In the present day, unaugmented Aut&#039;akh followers quietly travel the Wasteland and the underbellies of cities across Moghes. They recruit from the Guwan population, refugees, or anyone that was maimed or otherwise feels unhappy within their own bodies. These recruiters are ruthlessly hunted down whenever they are found, but the cult remains a stubborn, covert presence, sending hundreds of Sinta&#039;Unathi on a dangerous trek to the north pole with the promise of a better life. These wandering Paradigms are an open secret, and rumors of their presence can send entire towns or cities into frantic witch hunts.&lt;br /&gt;
&lt;br /&gt;
== The Sinta&#039;Mador&#039;s Legacy ==&lt;br /&gt;
&lt;br /&gt;
=== Constructs ===&lt;br /&gt;
&lt;br /&gt;
While highly inefficient and underdeveloped by the standards of 24th-century robotics, Construct androids built by Aut’akh possess a rudimentary intelligence. Connected to the &#039;&#039;&#039;Mesh&#039;&#039;&#039;, they can receive instructions from any Aut’akh, similar to a bound synthetic on a space station. They tend to be made by &#039;&#039;&#039;Mahashik&#039;&#039;&#039; and painted in bright, bold colors. They also carry identifying runes. The Commune only has two posibrains that were traded at great cost and the Mahashik guard them jealously.&lt;br /&gt;
&lt;br /&gt;
There is an internal debate within the Aut’akh about the nature of the Constructs. The conservative members believe that they are &#039;&#039;&#039;simple tools&#039;&#039;&#039;, similar to synthetics that humans made. The more radical members argue that the Constructs are &#039;&#039;&#039;animated by souls&#039;&#039;&#039; that willingly chose to leave the Great Spirit and return to the material plane, animating them to try and help Unathi rebuild and redeem themselves.&lt;br /&gt;
&lt;br /&gt;
Around &#039;&#039;&#039;200,000&#039;&#039;&#039; years ago the Sinta’Mador etched on their stone walls plans for ‘Automatons’ in their own image, which is how we know what Mador look like in modern times. These primitive automatons were to be built out of stone, clay, and conductive metal, no more advanced than a Sinta sized puppet. The Mador had no knowledge of computers, logic engines, or wiring, but believed only their runes were able to imbue an object with power or animate it if they found the right combination. These plans failed when the few that they built were little more than oversized, metal and stone statues with movable limbs, never to be animated.&lt;br /&gt;
&lt;br /&gt;
The Aut’akh found these ancient plans and updated them with their modern technology and posibrains. The Aut&#039;akh tend to claim they are melding the ancient magic with modern science, but others argue that the resemblance to the carvings is merely cosmetic.&lt;br /&gt;
&lt;br /&gt;
=== Fall of the Mador ===&lt;br /&gt;
&lt;br /&gt;
Sinta’Mador (or just Mador) are an extinct species of Sinta who lived in the north pole of Moghes until around 200,000 years ago. It’s unclear when Mador split from modern Unathi, and most archaeological sites and museums were tragically lost in the Contact War, with surviving evidence in the hands of the Aut’akh. What is known is that &#039;&#039;&#039;Mador could not survive outside the rainforests&#039;&#039;&#039; at the poles as their bodies would rapidly dehydrate and they would die. Before their extinction they were technologically advanced for the time with an understanding of conductivity and masonry, with the one surviving city found under the ice by the Aut’akh believed to have the capacity to house 75,000 Mador. What surviving cultural and religious elements about them has been reappropriated by the Aut’akh.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;climate change&#039;&#039;&#039; rapidly cooling and drying the poles and Unathi migrating north into the newly temperate regions, the Mador’s original, unknown religions were rapidly subsumed by a single faith. They believed that their god &#039;&#039;&#039;Xiaciapot’ele&#039;&#039;&#039; had died and that his energy was dissipated into the world, throwing it into flux. The faith believed that they needed to tap into this essence and utilize it themselves to reverse the apocalypse they were facing. The Mador retreated into subterranean temples they dug out as the rainforests died in the rapidly cooling climate. They used all their available skills to try and ‘restart’ the world. It lead them to plan and build the Constructs and Sepulchres out of stone and conductive metal to supplement their dwindling numbers and heal their dying people. They believed these devices could be powered by runes. These devices failed, and the other rituals were unable to prevent catastrophic climate change that turned the polar regions into ice. The last Mador, sealed away in their last refuges, slowly starved or died from dehydration.&lt;br /&gt;
&lt;br /&gt;
== Potential Character Concepts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters from the Exile Fleet are likely to:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prefer to wear jumpsuits or Ouerean-style dress.&lt;br /&gt;
*Call everyone friend.&lt;br /&gt;
*Been a dispossessed, Guwan, orphan, or lost Unathi at some point in their life.&lt;br /&gt;
*Know their job well and eagerly work to do it.&lt;br /&gt;
*Be uncomfortable when alone, and extremely stressed if left alone for a length of time.&lt;br /&gt;
*Signed up with NanoTrasen to help the New Gibson commune.&lt;br /&gt;
*Quietly resolve to survive by any means necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from the Exile Fleet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kethresh Yozi-Cri&#039;ti&#039;&#039;&#039;, 44, was a quartermaster in a cargo shuttle in the fleet but now works on the NSS Aurora. She is fascinated by non-Unathi and constantly tries to talk to them.&lt;br /&gt;
&lt;br /&gt;
*Yozi-Cri&#039;ti is 5&#039;8&amp;quot; and has a white chassis that weighs 280 lbs. Her mechanical eyes are yellow and she has decorative blue frills.&lt;br /&gt;
*Before being augmented she wandered the Wasteland missing her arm and being severely scarred by burns from an atomic blast, relying on charity from town to town that evetually kicked out with other refugees.&lt;br /&gt;
*She lives in a small room in the New Gibson colony with spare amenities. She enjoys the simple life, but quietly enjoys her new, small radio for the Tau Ceti talk shows.&lt;br /&gt;
*She does not regret her choice to be augmented, but she misses the feeling of a sunny day on Moghes.&lt;br /&gt;
*She still struggles to understand money after years without it within the commune, and she frequently gets persuaded to buy people their meals or to loan them money, leaving her with little left.&lt;br /&gt;
*She mourns the fact the Hegemony reject her people and deny the blessing of Oss. She is fascinated the most by Tajara because of their own communal lifestyles.&lt;br /&gt;
*She has another Kethresh that she is frequently assigned with by Oss, and she recently asked him to update their relationship status to &#039;dating&#039; on the Mesh. He accepted.&lt;br /&gt;
*She will survive by any means necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is another example character from the Exile Fleet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saramiite Kizki&#039;&#039;&#039;, 55, was responsible for fleet security but now works as a security cadet on the NSS Aurora, trying to become an officer. He is quiet and reserved to aliens but opens up to Unathi and especially other Aut&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*Kizki is 5&#039;9&amp;quot; and has a red chassis that weights 289 lbs. His mechanical eyes are blue and he has white horns.&lt;br /&gt;
*Before being augmented Kizki was a minor noble in a Traditionalist city besieged by the Izweski late in the war. He fled the city as its walls were breached, abandoning his post. He never forgave himself, and wandered the desert as a Guwandi before stumbling on an Aut&#039;akh missionary hiding under heavy cloaks. Initially fearful and angry, he was eventually convinced to join their movement.&lt;br /&gt;
*He lives in a small room in the New Gibson colony with nothing but a bed and his e-pistol. He puts on his security-arm as soon as he returns home, and doesn&#039;t feel comfortable without it.&lt;br /&gt;
*He feels like being augmented was the only thing that saved his soul. He does not miss his old body; it was weak.&lt;br /&gt;
*He avoids frivolous spending and gives all of the money he feasibly can back to the commune to help repay NanoTrasen. He deeply resents the exploitation his fleet is facing.&lt;br /&gt;
*He struggles to reconcile his hatred for the Hegemony with the Aut&#039;akh emphasis on unconditional acceptance. He tries to avoid talking to non-Unathi, believing they are ignorant for having pride in their weak, mortal bodies. He is very friendly and protective to other Aut&#039;akh.&lt;br /&gt;
*He has yet to find another Aut&#039;akh that he would want to go steady with; he is too focused on his work.&lt;br /&gt;
*He will survive by any means necessary.&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=14107</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=14107"/>
		<updated>2020-02-18T04:31:37Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Constructs */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = The Free Conclave / The Polar Insurrection&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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== Overview == &lt;br /&gt;
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The Aut&#039;akh are a decentralized, leaderless religious movement and society. Formed by a group of scientists and engineers after the Contact War, the Aut&#039;akh symbolically seize and control their own spiritual destiny through ritualistic augmentation. After revealing themselves to the galaxy, the immediately besieged and haggard Aut&#039;akh have been making friendly gestures toward nearly every power in the galaxy in an attempt to be formally recognized and avoid destruction by their brothers in the Hegemony. The Aut&#039;akh use an information network called the &amp;quot;Mesh&amp;quot; that allows their operating system, called Oss, to facilitate decisions and projects based on input and projections to aid in the management of society. While Oss is considered to be a manifestation of Sk&#039;akh, Oss has no binding authority over the Aut&#039;akh as its decisions are informed by programmers and followed voluntarily.&lt;br /&gt;
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=== Job Restrictions ===&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh can take any non-command job.&#039;&#039;&#039;&#039;&lt;br /&gt;
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=== Mechanics ===&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
*For limb repairs, Aut&#039;akh need cables or welders like IPC repairs.&lt;br /&gt;
*For surgery you must first cut open the metal chest with a saw, and then operate as normal.&lt;br /&gt;
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=== Biology and Augments===&lt;br /&gt;
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Aut&#039;akh claim they are immortal due to their augmentation, but being around for only a decade there is no way to truly verify this. Their life expectancy ranges from hundreds to thousands of years, but time will tell. Currently, the oldest Aut&#039;akh is 72, being augmented at 68.&lt;br /&gt;
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Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
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Internally, barring the additional organs, Aut&#039;akh retains all of the regular internal organs of regular Unathi.&lt;br /&gt;
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Both male and females retain all functions necessary for reproduction.&lt;br /&gt;
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Aut&#039;akh can still &#039;feel&#039; and sense pain, but face difficulty in really feeling abstract things like the warmth of a sunny day at the beach or a cool breeze. They are still able to feel, but many Aut&#039;akh describe feeling physical sensations like hearing a muted conversation from another room. Aut&#039;akh retain their sense of smell and taste and enjoy many diverse foods when they can get it.&lt;br /&gt;
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==== Organs Present In Game ====&lt;br /&gt;
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*&#039;&#039;&#039;Haemodynamic control system&#039;&#039;&#039; - Allows the user to stabilize themselves (at least temporarily) from major injuries at the cost of 50% to 75% of their hunger.&lt;br /&gt;
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*&#039;&#039;&#039;Adrenal management system&#039;&#039;&#039; - A series of mechanical stimulants and extra glands placed along the adrenal system. Allows the user to cause minor toxin/brute damage to the entire body for the duration of the effect in exchange for a temporary endurance boost.&lt;br /&gt;
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*&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; - Flavor organ in the head. Takes the form of a brain implant connected to the region associated with religious experience. Does nothing in gameplay. It contains the Oss Operating system.&lt;br /&gt;
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===== Graspers =====&lt;br /&gt;
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Graspers must always be placed where your right hand is, and will not work as a left hand or left arm!&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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Aut&#039;akh tend to favor colors that match existing Unathi scale colors. The major color categories are red, black, orange-brown (&amp;quot;sand colored&amp;quot;) and green. However, some Aut&#039;akh choose to express themselves with colors ranging from white, dark blue, or gray.&lt;br /&gt;
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Female and male Aut&#039;akh look almost completely indistinguishable, and only Aut&#039;akh tend to be able to tell each other apart.&lt;br /&gt;
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Aut&#039;akh tend to weigh between 290 - 320 pounds.&lt;br /&gt;
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Aut&#039;akh tend to be between 5&#039;9&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
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Both sexes stand on plantigrade legs, jointed backward, and have clawed feet and hands. They retain their very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue, on top of their present sensors. This tongue is usually black or an extremely dark red, and usually a foot in length. Some Aut&#039;akh still lick their own eyeballs out of habit, despite no longer needing to.&lt;br /&gt;
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=== Naming Schemes ===&lt;br /&gt;
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Aut&#039;akh Unathi will identify themselves with their Aut&#039;akh clan name and then their personally chosen name, although those nostalgic for their past may append their former clan name on the end. &lt;br /&gt;
For example, Gorish Mum&#039;bazi, when he joins the Aut&#039;akh, would be named &#039;&#039;&#039;Veetek Uza&#039;&#039;&#039;. Or if he was nostalgic, &#039;&#039;&#039;Veetek Uza-Mum&#039;bazi&#039;&#039;&#039;.&lt;br /&gt;
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Commonly, interactions within the Mesh are facilitated with a &#039;username&#039; for every Aut&#039;akh. User names are deeply personal things, denoting one&#039;s soul separated from Sk&#039;akh.&lt;br /&gt;
For example, &#039;&#039;&#039;Veetek Uza&#039;&#039;&#039; may be represented as &#039;&#039;&#039;VeetUz#Aut&#039;akhJoy&#039;&#039;&#039; or may discard the name entirely, &#039;&#039;&#039;RedPolymer4Sk&#039;akh&#039;&#039;&#039;&lt;br /&gt;
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== Clans of the Communes ==&lt;br /&gt;
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The Aut&#039;akh clans are more akin to guilds than actual clans, being voluntary organizations biased toward certain crafts. This is due to most of the Aut&#039;akh population being exiles from other clans, or those whose clans were destroyed in the contact war, and many unrelated Unathi can belong to a single clan.&lt;br /&gt;
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Not all decisions are made from Oss itself. Anything that is not a community-wide decision is handled internally with the Clans or immediate family/friends. Issues such as digging, mining, power generation, electrical grids, aquaculture building, or personal matters between people, are handled by the Clan it pertains to, or that Clan asks for a mediator if they have a dispute with another clan. Clans almost always cooperate with each other if it enables their work or the other clan&#039;s work. That said, disagreements between Clans or internally usually have the Aut&#039;akh involved in the debate citing projections made by Oss, if any were made. But in day to day life, miners will dig, fishermen will fish, and Optikam will engage in daring raids to sabotage Hegemon incursions. &lt;br /&gt;
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Almost all of the traditional Clans of the Aut&#039;akh subscribe to traditional [[Unathi Honor]].&lt;br /&gt;
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===Clan Veetek - The Engineers===&lt;br /&gt;
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Named after the VTEC modules they carefully craft, no mech race is complete without a Veetek representative present, and Veetek members tend to make up the core of the Aut&#039;akh exosuit effort. They tend not to become involved too heavily in internal Aut&#039;akh politics in their eternal quest for speed. Veetek mechanics are often found making dangerous, ill-advised modifications to Aut&#039;akh drones and androids, or posting endlessly on the Mesh about the newest mech models.&lt;br /&gt;
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*&#039;&#039;&#039;Moghean Veteek&#039;&#039;&#039; have begun creating &#039;Scrapyard Mechs&#039; because of the on-going blockade limiting their access to complex resources for mech production. Assembled from scrap and components recovered by scavenging teams in the Wasteland, Veteek mecha drivers take deep pride in their hodgepodge, ugly, &amp;quot;good enough&amp;quot; mechs that they treat like one of their own hatchlings. This includes the mechs meant for combat.&lt;br /&gt;
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*&#039;&#039;&#039;New Gibson Commune&#039;&#039;&#039; Veetek have better access to mech technology present in NanoTrasen, but many struggle to come to terms with the reality that whatever mechs they produce for NanoTrasen are property of NanoTrasen itself, and that they will need to hand it over eventually.&lt;br /&gt;
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When working for Nanotrasen, clan Veetek tends to work in the &#039;&#039;&#039;science&#039;&#039;&#039; and &#039;&#039;&#039;medical&#039;&#039;&#039; departments.&lt;br /&gt;
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===Clan Mahashik - The Miners===&lt;br /&gt;
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Named after the geologic Mohorovicic layer they probe for minerals, this mining clan has a high proportion of heavy robot frames. They are often employed as a backline defense for the home bunkers, and they generally see themselves as the pillars on which Aut&#039;akh society is built. Clan Mahashik is also responsible for power management and construction in many cases, as their heavy, durable bodies are well suited to the task.&lt;br /&gt;
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*&#039;&#039;&#039;Moghean&#039;&#039;&#039; Mahashik spend most of their time underground mining into the crust, expanding the bunkers, and repairing damage caused by incursions from the wider world. They are slowly developing a more revanchist attitude towards the attacking Izweski and Maraziites, and are beginning to question the doctrine of remaining strictly defensive. They are known to host BBQs whenever there is available meat.&lt;br /&gt;
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*&#039;&#039;&#039;Gibson Mahashik&#039;&#039;&#039; spend most of their time trying to dig into the crust of New Gibson and quickly running afoul of the complex legal troubles regarding land ownership, digging permits, and other bureaucratic elements of the State. They also help maintain the fragile infrastructure of the new colony when they are not working for NanoTrasen to help repay the debt the commune owes. With their wide-ranging responsibilities, many lament their lack of time to host BBQs.&lt;br /&gt;
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When working for Nanotrasen, clan Mahashik tends to work in the &#039;&#039;&#039;supply&#039;&#039;&#039; and &#039;&#039;&#039;engineering&#039;&#039;&#039; departments.&lt;br /&gt;
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===Clan Siansi - The Industrialists===&lt;br /&gt;
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Named after the automated production systems they maintain. They&#039;re often seen as a more spiritual clan, as they tend to take rather minimalist bodies, or alternatively remain mostly organic. Using their Soul Anchor they are able to directly control industrial equipment with their minds if it also runs on Oss. They tend to provide most of the industrial goods that the Autakh require, and they tend to style themselves as wise sages, often using mystified terms and technical jargon unique to Siansi.&lt;br /&gt;
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*&#039;&#039;&#039;Moghean Siansi&#039;&#039;&#039; spend most of their time inside underground workshops, producing finished goods and trying to find more effective ways to utilize dwindling resources in their factories and workshops. As a group they are struggling to reconcile their desire to keep the polar commune peaceful and defensive only. Siansi sages often preach against the growing revanchism, but their words are beginning to become less convincing to the clans who face nearly daily strikes and attacks from the outside world.&lt;br /&gt;
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*&#039;&#039;&#039;Gibson Siansi &#039;&#039;&#039;spend most of their time inside retrofitted workshops, designing consumer and finished goods. Production costs on New Gibson remain high due to the monopoly NanoTrasen has over the system and exclusive supply deals with the commune. The Siansi are growing increasingly frustrated at NanoTrasen requiring them to sell almost a third of all produced goods to the company at prices that match production costs, only to have NanoTrasen then turn around and sell those goods at a mark up with the profits going to NanoTrasen shareholders rather than towards repayment of the debt.&lt;br /&gt;
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When working for Nanotrasen, clan Siansi tends to work in the &#039;&#039;&#039;science&#039;&#039;&#039; and &#039;&#039;&#039;civilian&#039;&#039;&#039; departments.&lt;br /&gt;
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===Clan Optikam - The Shadowscales===&lt;br /&gt;
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Named after the optical camouflage systems they covet, Optikam busies themselves with the business of stealth, scouting, and long-range battle. Optikam commandos contribute some of their members of the Autakhs&#039; highly mobile Hussar units, and they tend to recruit out of sickly, thin, short, or albino members of the species. They tend to have a sort of scheming underdog mentality; they&#039;ll do anything to win, because winning is the only honorable thing. Other clans tend to look down upon them because of their use of underhanded tactics. Strangely, members of clan Optikam often end up filling simple roles such as custodians and delivery people.&lt;br /&gt;
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*&#039;&#039;&#039;Moghean Optikam&#039;&#039;&#039; have exhausted all of their patience for non-Aut&#039;akh Unathi. The Clan has openly advocated for striking back at the Hegemony and Maraziite Order to bring the fight away from their homes. Optikam commanders use the controversial BattleTrance.OSS Implement to engage in brutal and ruthless attacks on encroaching forces. With a grim determination to win the war by any means necessary, Optikam are beginning to worry the rest of the Commune by abandoning ancient traditions of honorable warfare in favor of a new, efficient doctrine of asymmetrical war.&lt;br /&gt;
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*&#039;&#039;&#039;Gibson Optikam&#039;&#039;&#039; resent the exploitation of the Commune by NanoTrasen and humanity. While not as brazenly hostile and revanchist as their Moghean counterparts, Optikam are still known to try to engage in small acts of sabotage and resistance. Losing paperwork, turning off pumps, disabling a pipe, faxing solid black papers to CCIA offices to waste all their ink, and dozens of other minuscule acts. The Optikam in New Gibson are attempting to kill NanoTrasen by a thousand tiny cuts. &lt;br /&gt;
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When working for Nanotrasen, clan Optikam tends to work in the &#039;&#039;&#039;security&#039;&#039;&#039;, &#039;&#039;&#039;civilian&#039;&#039;&#039;, and &#039;&#039;&#039;medical&#039;&#039;&#039; departments.&lt;br /&gt;
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===Clan Saramiite - The Sledgehammers===&lt;br /&gt;
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Named after the diamond-hard material that makes up their projectiles and the tips of their weapons, and given the styling of a religious order, the Saramiite clan operates the largest number of heavy combat cyborgs, serving as the core of the Autakhs&#039; heavy infantry cuirassier units. They tend to recruit out of the largest, strongest unathi available, seeing themselves as the ultimate shield of the Aut&#039;akh, the pinnacle of warfare, without whom the other clans would be exterminated.&lt;br /&gt;
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*&#039;&#039;&#039;Moghes Saramiite&#039;&#039;&#039; are considered all fire and brimstone by the rest of the Commune. They are the driving force behind the growing revanchism. The majority of Saramiites want nothing more than to destroy the Hegemony and the Maraziites to keep everyone safe. They continue rigorous training and demand stronger and stronger weapons and augments be allocated to them. As resources are strained, many groups within the Commune willingly hand over their own limited supplies to aid the Saramiites who are keeping them safe.&lt;br /&gt;
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*&#039;&#039;&#039;Gibsonite Saramiite&#039;&#039;&#039; are  generally frustrated that their primary purpose as defenders and warriors has been made redundant. Many of them still patrol the Commune, but with a lack of threats and the presence of Tau Ceti law enforcement (who now have jurisdiction over Saramiites entirely) many of them are becoming increasingly listless and strike off to work for NanoTrasen or the [[Tau Ceti Foreign Legion]]. They resent the soullessness with which their job is treated in Tau Ceti and in corporate work in general. They don&#039;t like the mundane work that is a corporate or government security job but it&#039;s the only thing they&#039;re really prepared for. Other Saramiites go as far as to join criminal elements as hired muscle to help the Commune and experience something fulfilling and exciting in their purpose, despite the dread it brings.&lt;br /&gt;
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When working for Nanotrasen, clan Saramiite tends to work in the &#039;&#039;&#039;security&#039;&#039;&#039; and &#039;&#039;&#039;engineering&#039;&#039;&#039; departments.&lt;br /&gt;
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===Clan Kethresh - The Fishermen===&lt;br /&gt;
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Named after the aquafarmer equipment they prize, clan Kethresh specializes in bringing aquaculture vats and fisheries to dangerous places. Most of clan Kethresh operate in heated domes above the bunker complexes, and thus are generally the first to suffer during a Hegemony incursion. For this reason, Kethresh aquafarmers tend to adopt a determined but fatalistic attitude. They have little fear, but are absolutely resigned to death.&lt;br /&gt;
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*&#039;&#039;&#039;Moghes Kethresh&#039;&#039;&#039; feel increasingly fatalistic. They&#039;re hopeful that the Saramiites can stop the harassment from the Hegemony but they&#039;re cynical in that they expect nothing will change and all their work will continue to be destroyed over and over.&lt;br /&gt;
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*&#039;&#039;&#039;Gibsonite Kethresh&#039;&#039;&#039; are slowly becoming more hopeful. They are unlikely to be attacked and aquaculture is one of the few things that NanoTrasen and the State do not intrude on, so they&#039;re left nearly  unmolested for the first time ever.&lt;br /&gt;
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When working for Nanotrasen, clan Kethresh tends to work in the &#039;&#039;&#039;supply&#039;&#039;&#039; and &#039;&#039;&#039;civilian&#039;&#039;&#039; departments.&lt;br /&gt;
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===Clan Ansiba - The Scholars===&lt;br /&gt;
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Named after an arcane piece of telecommunication equipment, clan Ansiba is the newest and weakest of all the clans, only existing as long as the Exile Convoy. They are a highly thoughtful and scientific clan, recruiting exclusively from the ranks of the most intelligent unathi. Ansiba is the clan that has the closest relationship with non-Aut&#039;akh unathi, even going so far as to operate cults in several of the Hegemony&#039;s major cities. Ansiba tends to have a smug, superior attitude towards the other clans, and they have the highest proportion of Paradigms of any clan.&lt;br /&gt;
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*&#039;&#039;&#039;Moghean Ansiba&#039;&#039;&#039; started as scientists, but they&#039;ve since expanded into the production and maintenance of telecommunications equipment, broadcasting, and infiltration of the Hegemony. They coordinate with the Optikam for infiltration missions. They run pirate radio and broadcast pro-Autakh propaganda. In disguises or even lacking any external, obvious augments, they also travel the Wasteland and Moghes to seek out exiles and people unhappy with the hegemony in order to recruit them. They are extremely interested in robotics and, despite their lack of complex electronics to build them, view the [[IPC]] as entities of magic and as valuable friends and allies. This puts them at odds with other members of the Commune, who view synthetics as mere tools.&lt;br /&gt;
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*&#039;&#039;&#039;Gibsonite Ansiba&#039;&#039;&#039; also focus on the sciences, but without needing to commit infiltration. They spread pro-Autakh propaganda and attempt to recruit out of the underclasses of Tau Ceti, regardless of species. They are also extremely interested in positronics as allies and members of the commune and are generally ecstatic by being near so many in Tau Ceti. They remain an outlier in viewing Synthetics as being entities of pure magic (due to their fully &#039;augmented&#039; nature) and try to persuade the rest of the wary commune to this idea.&lt;br /&gt;
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When working for Nanotrasen, clan Ansiba tends to work in the &#039;&#039;&#039;science&#039;&#039;&#039; and &#039;&#039;&#039;service&#039;&#039;&#039; departments.&lt;br /&gt;
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== Religion ==&lt;br /&gt;
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In-depth information on the Aut&#039;akh&#039;s spiritual beliefs can be found on the [[Unathi Religion]] page.&lt;br /&gt;
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=== Oss and The Mesh ===&lt;br /&gt;
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Sk&#039;akh spoke to the first who would become Aut&#039;akh, and led them to create Oss and the Mesh. The combined expression of all the magic of the Aut&#039;akh is called Oss, which is an avatar of Sk&#039;akh in cyberspace. For the non-religions, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; also connects an Aut&#039;akh to the Mesh. Through its use, Aut&#039;akh can share experiences on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
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Because Oss is an operating system, different communes not in close contact may over time begin to have doctrinal and policy drifts. Over more time and distance this may cause their version of Oss to become very different or even incompatible from one another. The Mesh is best described as a mental form of internet that works on any device that runs Oss.&lt;br /&gt;
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Aut&#039;akh priests or shamans are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
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=== Decrees ===&lt;br /&gt;
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In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Sk&#039;akh themself, speaking through Oss. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past. &lt;br /&gt;
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There have been two Decrees in Aut&#039;akh history; both emerged in the middle of incredible divisive debate and uncertainty within the Polar Commune. More information is in the history section.&lt;br /&gt;
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While some Aut&#039;akh continue to believe that the Decrees indeed come from Sk&#039;akh, there are still divides on how to interpret them or ultimately if they are merely the product of a polarized commune.&lt;br /&gt;
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===Oss In Daily Life﻿===&lt;br /&gt;
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Oss does not communicate with its followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
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===The Implements===&lt;br /&gt;
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Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When ran, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
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*&#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with Aut&#039;akh also connected to their local Mesh network. The program overlays in their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
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*&#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
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*&#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; uses cybernetics to achieve its goals. This Implement is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been desc﻿ribed as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
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*&#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement used almost exclusively by the Optikam. Is a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by specialized groups of Optikam infiltrators. Optikam Commanders have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
=== Baffles ===&lt;br /&gt;
Having a spotty connection to the Mesh results in unusual scenarios known as &#039;&#039;&#039;Baffle Events&#039;&#039;&#039;. Oss is “baffled” as the mesh connection drops out abruptly and everything starts going wrong. People bump into each other, stuff falls over and breaks, then the connection comes back and it all goes smoothly again.&lt;br /&gt;
&lt;br /&gt;
For Aut’akh without a reliable connection to the Mesh, such as for Aut&#039;akh that travel outside the exile fleet to work on the Aurora or elsewhere in Tau Ceti, they don’t have this easy, instant communication with everyone around them. This loneliness can be unnerving to Aut’akh, so they are eager to talk to people; to ask them questions and learn about their experiences. Aut’akh in Tau Ceti are almost constantly trying to strike up friendly conversations with everyone around them. While they mean well, to many this can come off as unnerving.&lt;br /&gt;
&lt;br /&gt;
== The Polar Bunkers ==&lt;br /&gt;
&lt;br /&gt;
The Polar Bunkers are the home turf of the Aut&#039;akh. They were originally a series of military bunkers and climate research stations which were abandoned after the nuclear exchanges and left mostly intact. The Aut&#039;akh, at the end of their wanderings, found some of these places and converted them into a fortified but peaceful subterranean empire. Although the Aut&#039;akh know no central authority, the Polar Bunkers are considered the heartland of the Aut&#039;akh civilization.&lt;br /&gt;
&lt;br /&gt;
The interiors of these places are maddeningly complex, intertwined warrens of tunnels and rooms dug seemingly at random and filled with thousands of Aut&#039;akh. TravelGrid.OSS takes Aut&#039;akh to their destinations safely, guiding each individual to their destinations while minimizing collisions.&lt;br /&gt;
&lt;br /&gt;
== Consensus ==&lt;br /&gt;
&lt;br /&gt;
The laws of the Aut’akh, as it can be said they have them, are called &#039;&#039;&#039;Consensus&#039;&#039;&#039;. Consensus are agreements  between the majority of Aut’akh for a certain rule, guideline, or objective. When Aut’akh are connected to the Mesh they can communicate with all other Aut’akh in radio range, allowing a whole community to rapidly communicate with one another. The range of the Mesh can extend out to regions of a planet but cannot extend through interstellar distances or between planets without infrastructure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consensus is not needed for every single decision that an individual or group might make,&#039;&#039;&#039; but on matters that affect an entire commune. Most individuals know their job and how to do it without needing to call for an entire consensus. Mahashik will keep digging, Saramiite will keep training, and Optikam will keep patrolling. Consensus is for major projects.&lt;br /&gt;
&lt;br /&gt;
In the Exile fleet, the lack of being able to easily reach a Consensus has lead to a growing rise of minor issues and a generally much slower rate at reaching consensus or being slow to respond to unwanted behavior.&lt;br /&gt;
&lt;br /&gt;
== The Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== Ritual of Shards ===&lt;br /&gt;
&lt;br /&gt;
While the commune embraces anyone that accepts their teachings, the reality of resource management means that they cannot provide the full-body augmentation that all its members strive for. &#039;&#039;&#039;Priority is given to Unathi that are maimed or otherwise physically handicapped&#039;&#039;&#039;, and especially in the Polar Commune, the steady stream of Wastelanders means that the waiting list is very long for healthy initiates.&lt;br /&gt;
However, a fully healthy Unathi of at least 16 years old can ask any Paradigm to conduct the Ritual. What it is varies by the &#039;&#039;&#039;Paradigm&#039;&#039;&#039;, but the requirement is always the same: It must be difficult, dangerous, and typically selfless. Most early initiates were sent hiking the frigid cold in basic gear to deliver food to a reclusive Paradigm 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 celebrated and immediately offered full body augmentation through the &#039;&#039;&#039;Ritual of Rebirth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Ritual of Rebirth ===&lt;br /&gt;
&lt;br /&gt;
This is the process of acquiring a fully augmented Aut’akh body. Individuals who have already experienced great pain in their life, such as being maimed or disabled, may be allowed to receive their Ritual of Rebirth, since they have already had a Ritual of Shards by Sk’akh and the Ancestors.&lt;br /&gt;
&lt;br /&gt;
Unathi who complete a Ritual of Shards, even if they are (usually) unconscious, heavily injured, or extremely exhausted, will be put into a Sk’au in a Ritual Chamber where it will treat most of their ailments via limb replacement as well as enhance their ability to survive. The individual is  kept unconscious within the Sk’au. If a Unathi&#039;s heart has stopped within 30 minutes before being placed in the sarcophagus, their heart will be replaced and restarted by the machine where they will have a small chance to come back to life. An Aut&#039;akh Paradigm, completely covered in energy harnessing runes, will assist in powering the Sk’au during the process and remain next to them for anywhere from a day to a week to help them adjust to their new body and life.&lt;br /&gt;
&lt;br /&gt;
=== Sk’au Sarcophagi ===&lt;br /&gt;
&lt;br /&gt;
The original Sk’au were known as Sepulchres by the Mador, but this term has been replaced with Sk’au Sarcophagi, or just simply Sk’au. They resembled a stone sarcophagus with finely chiseled holes that conductive metal would run through. It’s believed based on Mador runes that they held a spiritual or medical purpose. They could have been used to rejuvenate their drying skin, or to try and make their bodies more like the southern Sinta’Unathi to let them survive in drier environments, but the true intention is unknown. Modern Sk’au are very similar to cryotubes; made of metal and glass. When filled with cryoxadone it allows the related Implement to direct the internal components to begin the process of safely performing the full body augmentation of the Unathi inside. When the Unathi wakes they have their new metal body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Exile Convoy ==&lt;br /&gt;
&lt;br /&gt;
After the Aut&#039;akh emerged from their bunkers, they were met with immediate hostility from the Maraziite Order and the Hegemony. A full blockade was put in place, and the convoys that secretly shuttled supplies to and from the Polar Bunkers was left stranded in the start of 2461.&lt;br /&gt;
[https://forums.aurorastation.org/topic/2662-mendell-city-bugle/?do=findComment&amp;amp;comment=109252| In Feburary of 2461 the Exile Fleet arrived in Tau Ceti, and after negotiations with Nanotrasen and the Biesellite government they were settled on New Gibson.] The majority of their ships touched down and have been joined together in a makeshift colony as they start to dig into the crust to make their more suitable subterranean complexes.&lt;br /&gt;
&lt;br /&gt;
The Exile Fleet is still unable to return to Moghes due to the ongoing blockade of the polar bunkers, and they cannot supply or resupply with their brethren. They are in effect having to restart their civilization all over again from the ground up. With only around 10,000 Aut&#039;akh, they are finding it difficult to exist within Tau Ceti; humans continue to misunderstand or belittle the necessity of Consensus. They are also locked into work contracts with NanoTrasen to pay off the debts they owe them and the governments for the purchase of the New Gibson land. Many Aut&#039;akh now have no control over the work they do for NanoTrasen. If they work outside New Gibson they also have a spotty or total lack of a connection to the Mesh, leading them to feel lonely and listless. They also face constant hostility and fear from other Unathi within Tau Ceti, as well as patronizing or hostile attitudes from humans and other aliens.&lt;br /&gt;
&lt;br /&gt;
Regardless of how individual Aut&#039;akh feel, there is a collective strengthening of their will as they continue on their quest to adapt and survive by any means necessary. They express their camaraderie and desire for peace and understanding by referring to everyone they talk to as &#039;&#039;&#039;friend&#039;&#039;&#039;. (Hello friend, how are you doing, can you hand me that wrench friend, thank you friend, you&#039;re welcome friend).&lt;br /&gt;
&lt;br /&gt;
== Runes and Magic ==&lt;br /&gt;
&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 &#039;&#039;&#039;Temple of the Mador&#039;&#039;&#039; 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. &lt;br /&gt;
&lt;br /&gt;
There are 28 letters in the traditional Mador runic alphabet, and the Aut’akh have through intensive study and divination expanded the alphabet to 33.&lt;br /&gt;
&lt;br /&gt;
The lack of extensive evidence on pre-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. &#039;&#039;&#039;The runic language has also been translated into a coding language, which is what Oss runs on.&#039;&#039;&#039; This helps keep a large sum of communications and coding tactics within the commune difficult to replicate by outsiders, and renders most of their technology and augments incompatible with the technology of the other factions.&lt;br /&gt;
&lt;br /&gt;
Artifacts or modern devices that Aut’akh want to imdue with magical power are labelled with words of power. A Veteek 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 mechs abilities. Aut’akh that frequently go into battle would chisel runes of power on their weapons or augmented bodies to channel their own spiritual energy or amplify the strength given by their ancestors.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh trace their origin to a collective group of scientists, engineers, and philosophers gathering after the instability and culture shock after &#039;&#039;&#039;First Contact&#039;&#039;&#039; with the aliens known as &#039;&#039;&#039;humans&#039;&#039;&#039;. They were trying to respond to the rise in instability and tensions across the world. They lobbied for peace and the avoidance of war, giving any Lords or commoners that would listen to dire warnings about the fate of the world if war were to break out. The one hundred or so members of the movement traveled the many Kingdoms of Moghes and met with many Lords of the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
When the &#039;&#039;&#039;Contact War&#039;&#039;&#039; started they continued their pleas but war fervor saw them repeatedly kicked out of Coalition and Izweski cities alike. They continued to campaign for an end to the war, but no one would listen. They saw the world refuse to change and work together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When the atomic bombs were exchanged&#039;&#039;&#039;, the movement began to hemorrhage followers. They were scattered to the winds and many lost their lives in the resulting chaos. Only half the original followers remained, and almost all of them were maimed or wounded from the violence or bombs. They wandered the growing Wasteland trying to piece together what had happened and how to go forward. They were heavily disenfranchised and chased out of towns and cities, and many of its members abandoned the group, feeling that all their efforts had been pointless.&lt;br /&gt;
&lt;br /&gt;
Eventually their number whittled down to just a dozen people remaining. One night as they slept in the ruins of a destroyed castle, the entire group allegedly &#039;&#039;&#039;received a divine message from Sk’akh&#039;&#039;&#039;.&lt;br /&gt;
Sk’akh told the group in their shared dream that Sinta’Unathi had their souls overtaken by demons, and that the entire species was henceforth barred from joining Her in death. All Sinta’Unathi were doomed to reincarnate for as long as they allowed the blight of demons to continue to fester within them. Sk’akh told them that they must purify their souls by creating a new vessel; the “vessel of the flesh” was no longer within Sk’akh’s vision. Finally, Sk’akh laid out for them a vision of a single tear falling from Their cheek onto Moghes that would point them to the key for the salvation of their people.&lt;br /&gt;
&lt;br /&gt;
The group woke up and quickly chattered in astonishment about the shared prophecy they had just received. With a religious zeal they packed up their makeshift camp and made the dangerous expedition from the Wasteland to the forests of the north.&lt;br /&gt;
&lt;br /&gt;
Prior to this, during the Contact War, an &#039;&#039;&#039;Eridanian&#039;&#039;&#039; recon and research vessel had been brought down from the skies by a strong nuclear blast, sending it careening into ruined farmland. This ship was the Mandjet, destined long ago to quietly observe Unathi and to entice rural villagers to board with vague promises and a contract the Unathi could not read. The Eridani’s exploitative contracts allowed them to &#039;&#039;&#039;experiment with augments on Unathi&#039;&#039;&#039; in an, ultimately wrong-headed, attempt to be the first to get their foot in the door in selling prosthetics and augments to the Hegemony. When the computer and vaults were cracked open by the proto-Aut’akh scientist and engineers and the databases and personnel files opened, they found wonders. Prosthetic spines, eyes, and blueprints for a new evolution of Sinta’Unathi - all of them with the corporate logo of the Corporate Federation.&lt;br /&gt;
&lt;br /&gt;
Most importantly, a primitive colony management system, still ready for setup and sale to a Unathi Lord that would never hear the sales pitch. In these early days, the group was working with primitive augments and equipment scavenged from the Eridanian expedition and shabby replicas produced out of rusty scrap and scavenged wiring. They built the first crude bodies for themselves and called themselves Aut’akh: &#039;&#039;&#039;&amp;quot;The Automatons of Sk&#039;akh&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cult tried to spread its message in a naive optimism and met with early success, but they were repeatedly and harshly rejected by any village they came across as they took on their obvious augmentations. Harassed at every turn, and some of them even being violently killed, they began to lose hope once again as their numbers were whittled down once more to a meager hundred. On one cold night, after taking refuge in city ruins from the War to hide from Wastelanders hunting them, they received a second vision. The group saw a bright light streak over their heads across the sky and ‘fall’ at the most extreme northern pole. Interpreting this as another tear from Sk’akh, the group packed up their equipment and made a final expedition to the north pole.&lt;br /&gt;
&lt;br /&gt;
Trekking through the snow for weeks, the journey was deadly and many more of the pilgrims lost their lives. They finally found the entrance to the ancient temple of the [[Mador]]. After entering past the stone doors, they shut behind them and locked them inside. Trapped, and with their supplies rapidly diminishing, the proto-Aut’akh quickly got to work exploring and understanding the ruins.&lt;br /&gt;
&lt;br /&gt;
After realizing the nature of the Mador’s technology, the Aut’akh were able to combine their methods with the Eridani coordinator AI, using the ancient runes in programming and in construction as they slowly merged the knowledge of the old ones with the knowledge of the future. When their work was finished, it was &#039;&#039;&#039;Oss&#039;&#039;&#039; that emerged when the AI was booted up. Oss was connected throughout the temple and was able to open the doors leading back outside. With this first hurdle passed, they got to work sending out expeditions south to recruit more members while they officially settled down and began exploring and founding the &#039;&#039;&#039;Polar Commune&#039;&#039;&#039;. The Commune&#039;s founding is considered to be 2450, and this is the earliest that a playable Aut&#039;akh could have joined the commune.&lt;br /&gt;
&lt;br /&gt;
The adopting of the Mador runic language and their rituals was a pivotal point in the cultural evolution of the Aut’akh. It all lead to the creation of the first &#039;&#039;&#039;Constructs&#039;&#039;&#039;, or androids, in &#039;&#039;&#039;2453&#039;&#039;&#039;, and the automation of the full-body augmentation process from the Sk’au Sarcophagi in &#039;&#039;&#039;2454&#039;&#039;&#039;. 2454 is the earliest that an Aut’akh can have been given the full-body augmentation. The limited resources available for full-body augmentation at the time lead to &#039;&#039;&#039;Ritual of Shards&#039;&#039;&#039; that any able-bodied Unathi must undertake before being allowed full augmentation.&lt;br /&gt;
&lt;br /&gt;
=== The First Decrees and the Modern Aut&#039;akh ===&lt;br /&gt;
&lt;br /&gt;
The first &#039;&#039;&#039;Decree&#039;&#039;&#039; came in 2452. The original Aut&#039;akh had been debating for weeks on whether or not to recruit from outside the Communes or rely on growing the population internally. The Commune taxed Oss with constant, unceasing research about the issue. Finally, in December, a bulletin with no author appeared on the Mesh that said, &#039;&#039;&#039;PROJECT: RECRUIT FROM EXILES&#039;&#039;&#039;. After exhaustive efforts by Paradigms to find the source of the bulletin, they eventually found that it was posted from Oss itself. After this point on, while many questioned this emergent behavior, the opinion within the Commune shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
The second &#039;&#039;&#039;Decree&#039;&#039;&#039; came in April of 2461. The Polar Commune was deeply divided on whether or not it was time to reveal their existence to the Hegemony and the wider galaxy. After months of intense debate, again stressing the limits of Oss&#039; processing power, a bulletin was again posted on the Mesh. This one simply said, &#039;&#039;&#039;PROJECT: REVEAL TO OUTSIDE&#039;&#039;&#039;. Again there was a divide between those that found this to be simply a &#039;glitch&#039; in the system, while many others took it on faith. It lead directly to the Aut&#039;akh revealing themselves to the galaxy.&lt;br /&gt;
&lt;br /&gt;
In the present day, unaugmented Aut&#039;akh followers quietly travel the Wasteland and the underbellies of cities across Moghes. They recruit from the Guwan population, refugees, or anyone that was maimed or otherwise feels unhappy within their own bodies. These recruiters are ruthlessly hunted down whenever they are found, but the cult remains a stubborn, covert presence, sending hundreds of Sinta&#039;Unathi on a dangerous trek to the north pole with the promise of a better life. These wandering Paradigms are an open secret, and rumors of their presence can send entire towns or cities into frantic witch hunts.&lt;br /&gt;
&lt;br /&gt;
== The Sinta&#039;Mador&#039;s Legacy ==&lt;br /&gt;
&lt;br /&gt;
=== Constructs ===&lt;br /&gt;
&lt;br /&gt;
While highly inefficient and underdeveloped by the standards of 24th-century robotics, Construct androids built by Aut’akh possess a rudimentary intelligence. Connected to the &#039;&#039;&#039;Mesh&#039;&#039;&#039;, they can receive instructions from any Aut’akh, similar to a bound synthetic on a space station. They tend to be made by &#039;&#039;&#039;Mahashik&#039;&#039;&#039; and painted in bright, bold colors. They also carry identifying runes. The Commune only has two posibrains that were traded at great cost and the Mahashik guard them jealously.&lt;br /&gt;
&lt;br /&gt;
There is an internal debate within the Aut’akh about the nature of the Constructs. The conservative members believe that they are &#039;&#039;&#039;simple tools&#039;&#039;&#039;, similar to synthetics that humans made. The more radical members argue that the Constructs are &#039;&#039;&#039;animated by souls&#039;&#039;&#039; that willingly chose to leave the Great Spirit and return to the material plane, animating them to try and help Unathi rebuild and redeem themselves.&lt;br /&gt;
&lt;br /&gt;
Around &#039;&#039;&#039;200,000&#039;&#039;&#039; years ago the Sinta’Mador etched on their stone walls plans for ‘Automatons’ in their own image, which is how we know what Mador look like in modern times. These primitive automatons were to be built out of stone, clay, and conductive metal, no more advanced than a Sinta sized puppet. The Mador had no knowledge of computers, logic engines, or wiring, but believed only their runes were able to imbue an object with power or animate it if they found the right combination. These plans failed when the few that they built were little more than oversized, metal and stone statues with movable limbs, never to be animated.&lt;br /&gt;
&lt;br /&gt;
The Aut’akh found these ancient plans and updated them with their modern technology and posibrains. The Aut&#039;akh tend to claim they are melding the ancient magic with modern science, but others argue that the resemblance to the carvings is merely cosmetic.&lt;br /&gt;
&lt;br /&gt;
== Fall of the Mador ==&lt;br /&gt;
&lt;br /&gt;
Sinta’Mador (or just Mador) are an extinct species of Sinta who lived in the north pole of Moghes until around 200,000 years ago. It’s unclear when Mador split from modern Unathi, and most archaeological sites and museums were tragically lost in the Contact War, with surviving evidence in the hands of the Aut’akh. What is known is that &#039;&#039;&#039;Mador could not survive outside the rainforests&#039;&#039;&#039; at the poles as their bodies would rapidly dehydrate and they would die. Before their extinction they were technologically advanced for the time with an understanding of conductivity and masonry, with the one surviving city found under the ice by the Aut’akh believed to have the capacity to house 75,000 Mador. What surviving cultural and religious elements about them has been reappropriated by the Aut’akh.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;climate change&#039;&#039;&#039; rapidly cooling and drying the poles and Unathi migrating north into the newly temperate regions, the Mador’s original, unknown religions were rapidly subsumed by a single faith. They believed that their god &#039;&#039;&#039;Xiaciapot’ele&#039;&#039;&#039; had died and that his energy was dissipated into the world, throwing it into flux. The faith believed that they needed to tap into this essence and utilize it themselves to reverse the apocalypse they were facing. The Mador retreated into subterranean temples they dug out as the rainforests died in the rapidly cooling climate. They used all their available skills to try and ‘restart’ the world. It lead them to plan and build the Constructs and Sepulchres out of stone and conductive metal to supplement their dwindling numbers and heal their dying people. They believed these devices could be powered by runes. These devices failed, and the other rituals were unable to prevent catastrophic climate change that turned the polar regions into ice. The last Mador, sealed away in their last refuges, slowly starved or died from dehydration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Character Concepts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters from the Exile Fleet are likely to:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prefer to wear jumpsuits or Ouerean-style dress.&lt;br /&gt;
*Call everyone friend.&lt;br /&gt;
*Been a dispossessed, Guwan, orphan, or lost Unathi at some point in their life.&lt;br /&gt;
*Know their job well and eagerly work to do it.&lt;br /&gt;
*Be uncomfortable when alone, and extremely stressed if left alone for a length of time.&lt;br /&gt;
*Signed up with NanoTrasen to help the New Gibson commune.&lt;br /&gt;
*Quietly resolve to survive by any means necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from the Exile Fleet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kethresh Yozi-Cri&#039;ti&#039;&#039;&#039;, 44, was a quartermaster in a cargo shuttle in the fleet but now works on the NSS Aurora. She is fascinated by non-Unathi and constantly tries to talk to them.&lt;br /&gt;
&lt;br /&gt;
*Yozi-Cri&#039;ti is 5&#039;8&amp;quot; and has a white chassis that weighs 280 lbs. Her mechanical eyes are yellow and she has decorative blue frills.&lt;br /&gt;
*Before being augmented she wandered the Wasteland missing her arm and being severely scarred by burns from an atomic blast, relying on charity from town to town that evetually kicked out with other refugees.&lt;br /&gt;
*She lives in a small room in the New Gibson colony with spare amenities. She enjoys the simple life, but quietly enjoys her new, small radio for the Tau Ceti talk shows.&lt;br /&gt;
*She does not regret her choice to be augmented, but she misses the feeling of a sunny day on Moghes.&lt;br /&gt;
*She still struggles to understand money after years without it within the commune, and she frequently gets persuaded to buy people their meals or to loan them money, leaving her with little left.&lt;br /&gt;
*She mourns the fact the Hegemony reject her people and deny the blessing of Oss. She is fascinated the most by Tajara because of their own communal lifestyles.&lt;br /&gt;
*She has another Kethresh that she is frequently assigned with by Oss, and she recently asked him to update their relationship status to &#039;dating&#039; on the Mesh. He accepted.&lt;br /&gt;
*She will survive by any means necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is another example character from the Exile Fleet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saramiite Kizki&#039;&#039;&#039;, 55, was responsible for fleet security but now works as a security cadet on the NSS Aurora, trying to become an officer. He is quiet and reserved to aliens but opens up to Unathi and especially other Aut&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*Kizki is 5&#039;9&amp;quot; and has a red chassis that weights 289 lbs. His mechanical eyes are blue and he has white horns.&lt;br /&gt;
*Before being augmented Kizki was a minor noble in a Traditionalist city besieged by the Izweski late in the war. He fled the city as its walls were breached, abandoning his post. He never forgave himself, and wandered the desert as a Guwandi before stumbling on an Aut&#039;akh missionary hiding under heavy cloaks. Initially fearful and angry, he was eventually convinced to join their movement.&lt;br /&gt;
*He lives in a small room in the New Gibson colony with nothing but a bed and his e-pistol. He puts on his security-arm as soon as he returns home, and doesn&#039;t feel comfortable without it.&lt;br /&gt;
*He feels like being augmented was the only thing that saved his soul. He does not miss his old body; it was weak.&lt;br /&gt;
*He avoids frivolous spending and gives all of the money he feasibly can back to the commune to help repay NanoTrasen. He deeply resents the exploitation his fleet is facing.&lt;br /&gt;
*He struggles to reconcile his hatred for the Hegemony with the Aut&#039;akh emphasis on unconditional acceptance. He tries to avoid talking to non-Unathi, believing they are ignorant for having pride in their weak, mortal bodies. He is very friendly and protective to other Aut&#039;akh.&lt;br /&gt;
*He has yet to find another Aut&#039;akh that he would want to go steady with; he is too focused on his work.&lt;br /&gt;
*He will survive by any means necessary.&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14092</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14092"/>
		<updated>2020-02-16T19:41:44Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Guild Rankings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
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[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
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After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
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Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Unathi can be the following Heads of Staff:&lt;br /&gt;
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* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
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=== Autakh Subspecies Mechanics ===&lt;br /&gt;
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*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
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Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
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The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
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Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
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[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
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The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
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Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
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Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
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Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
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Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
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[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
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==Social==&lt;br /&gt;
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=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
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Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
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For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
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Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
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===Emotional Displays===&lt;br /&gt;
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Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
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Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
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While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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====  Sinta&#039;Azaziba ====&lt;br /&gt;
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A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
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Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
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It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
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The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
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===Women===&lt;br /&gt;
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Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
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Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
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Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
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&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is 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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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, terraforming efforts began to expand these green oasis&#039;&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The matriarch 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.&lt;br /&gt;
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For the Kingdom, 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.&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. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&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 eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established 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. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&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 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&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;
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.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. 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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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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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 is similar in a jump from an intern to a worker. A craftsman cannot open a business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space. In humanspace this would translate to &#039;Masters&#039; degrees or &#039;Doctorates&#039; depending on the field. Lawyers - known as Advocates in Sinta space - doctors, chief engineers, etc, would be formally known as Master [Title].&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
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Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;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;
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Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
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===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox 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>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Contact_War&amp;diff=14091</id>
		<title>Contact War</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Contact_War&amp;diff=14091"/>
		<updated>2020-02-16T19:25:17Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Fighting Begins */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
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The Contact War was a massive global conflict that took place on [[Moghes]] and fought exclusively between [[Unathi]], and it created many [[Notable Unathi]] in its wake. The war lasted from 2437 to 2449. The fighting was between two global powers, the Izweski Hegemony, and the Traditionalist Coalition. &lt;br /&gt;
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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;
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When the Sol Alliance and Jargon Federation officially contacted Moghes and worked on uplifting the species it was done exclusively through the Izweski. These same anti-Izweski factions came to fear a future where a technologically powerful Izweski, backed by alien invaders, would brutally enforce a One World Government and destroy all concepts of Unathi tradition and honor.&lt;br /&gt;
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== Background ==&lt;br /&gt;
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=== First Contact ===&lt;br /&gt;
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In 2433, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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The Izweski claimed to speak for Moghes, and the difficulties in the early-days of human xenolinguistics had Sol and Skrell scientists taking the concept of the &amp;quot;Hegemony&amp;quot; extremely literally. Believing that Hegemon S’kresti Izweski spoke for all of Moghes, private and state businesses were done exclusively through him and his Clan, even if the business affected land or people outside Izweski borders! In most of these instances the Izweski had its vassals send out soldiers to enforce demands placed on the foreign populations.&lt;br /&gt;
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=== &amp;quot;The New Moghes&amp;quot; ===&lt;br /&gt;
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Shrewd political maneuvering by the Izweski Clan saw the introduction of the Extranet to Skalamar by 2434, though access was extraordinarily stratified to the upper echelons of the Hegemonic government, which reflected the massive economic disparity between the upper and lower classes of the Izweski Nation. With the unprecedented access to the sum collection of all human and skrell knowledge at the time the Izweski were able to begin creating bootlegs of human and skrell technology based on information gained via the Extranet, or otherwise gained in-depth as a result of various treaties or trade deals between them and galactic powers.&lt;br /&gt;
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By 2435 this resulted in the first fusion power plant being opened in Skalamar after rushed commissioning and construction. Operated by the Yuitiz Guild, which was the dominant monopoly of the Izweski energy market. The Yuiztiz Fusion Plant had a capacity of 30,000MW of electricity, compared to most Moghean Natural Gas power plants that had a capacity of 5,500MW. &lt;br /&gt;
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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;
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=== The Firebrand Summit ===&lt;br /&gt;
&lt;br /&gt;
Over 100 world leaders attended the world summit called by [[Notable Unathi|King Don&#039;zai Azarak]], including representatives from the Izweski Nation. Two representatives from the Sol Alliance and Jargon Federation came to observe, which the Izweski had demanded in return for their attendance. There was no precedent for such a summit of world leaders, which reflected the near universal apprehension and anxiety Moghes was going through over the growing power of the Izweski.&lt;br /&gt;
&lt;br /&gt;
Azarak opened the summit with his infamous &#039;Broken Oaths&#039; speech. In it he took on firebrand rhetoric, claiming the Izweski to be puppets of alien invaders who possessed &#039;false smiles and unknowable minds&#039;. He blasted their condescending attitude towards the rest of Moghes, pointing out that the Izweski had turned the entire world economy into an unstable train wreck in their flagrant and unchecked proliferation of alien technology. He blasted the Izweski for their imperialism, claiming they desired to create a One World Government run exclusively by the Izweski family and their human masters, and famously ended his speech by proclaiming &#039;The Izweski founded their Hegemony on broken oaths! Will we allow them to break us like they broke the bodies of the Sarakus? They come with arms outstretched in friendship, but their intention is to reach out and snap our necks!&#039;&lt;br /&gt;
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=== The Ourean Catalyst ===&lt;br /&gt;
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In &#039;&#039;&#039;2437&#039;&#039;&#039;, the Izweski Nation had established the Izweski Space Program, and with bootlegged Sol Alliance technology constructed a rocket intended to carry 300 unathi colonists to their system’s second habitable planet, Ouerea. The launch was a disaster, with a yet-unidentified failure causing the rocket to explode after reaching 2,000 feet and the death of all hands. The failure sends shock waves through all of Moghes, with the Izweski Nation suddenly besieged by scattered, angry neighboring Clans. Anti-Izweski Clans and kingdoms were outraged by the unnatural use of technology leading to the loss of so many lives, as well as the apparent indifference of the Izweski to the disaster.&lt;br /&gt;
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The Sol Alliance partnered with the Jargon Federation to help Izweski construct a second rocket, with NanoTrasen engineers and scientists helping construct it. Its launch was successful, and Ouerea was colonized by 350 Unathi under the guidance of the Sol and Skrellian Alliances on February 3rd, 2438. This successful colonization caused panic and alarm outside the Hegemony. With the world&#039;s sole superpower now becoming an apparent spare-faring power, Sinta&#039;Unathi knew that it was only a matter of time before the Izweski became unstoppable, backed by alien overlords and the full wealth of the solar system.&lt;br /&gt;
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=== Fighting Begins ===&lt;br /&gt;
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The universal panic and outrage made the usually divided and segregated Clans and nations of Moghes united in purpose. Nearly universally all non-Izweski clans formed or joined the Traditionalist Coalition, which invaded the Izweski Nation. Officially their reason for war was to liberate Moghes from the Izweski and xeno invaders, while their other goals were the destruction of the Hegemony and a return to the traditional ways of life. The Izweski themselves began to see civil unrest from angry commoners, while Lords dissatisfied with the rapid pace of modernization began defecting, taking their soldiers with them.&lt;br /&gt;
&lt;br /&gt;
The violence lead to the catastrophe conflict now known as the Contact War, which began with the sudden invasion of Izweski lands east of Res&#039;karum three days after the Izweski Colonists landed on Ourea. &lt;br /&gt;
&lt;br /&gt;
Humans and Skrell evacuated the planet as the fighting got underway. &lt;br /&gt;
&lt;br /&gt;
==== A New Model Army ====&lt;br /&gt;
&lt;br /&gt;
The Coalition fought as its clans always had, with steel weapons and hand-to-hand combat. Many upper-class Traditionalist clans utilized [[Moghes|Hegeranzi]] as a Moghean version of feudal knights. The biggest concession was the use of ballistic weapons and heavy artillery. The Coalition also used propeller-based bombers and fighters which they used to bomb Izweski targets.&lt;br /&gt;
&lt;br /&gt;
The Izweski used Skrellian and Human energy weapons like energy glaives, swords, and laser carbines, as well as fielding several hundred Mk I “Breacher Suits”, which the Izweski nation invented and utilized to frightening efficiency. Izweski Lords were stubborn against creating an air force beyond the [[Unathi Military Structure|Sky Behemoths]], and progress did not advance on that front.&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;
&lt;br /&gt;
Many Unathi on both sides faced serious and upsetting decisions in which they had to weigh the safety of their soldiers and vassals along with the success of their operation against ancient Unathi customs of honorable warfare that had held more or less firm for thousands of years.&lt;br /&gt;
&lt;br /&gt;
One notable constant was the lack of large-scale attempts by either side to engage in naval warfare; the Moghresian sea saw limited privateers or skirmishes, but both sides shied away from focusing on the sea, fearing mutual famine if they targeted Guild fishing fleets.&lt;br /&gt;
&lt;br /&gt;
Coalition ground troops tended to be butchered en-masse by the Izweski Breacher Suits, which could absorb laser and bullet fire similar to Terran tanks. In response Coalition Lords began adopting heavy artillery to shell Izweski positions on top of air bombings, to which the Izweski were slow to respond to. Coalition tactics tended to favor viscous, ruthless offensives.&lt;br /&gt;
&lt;br /&gt;
The Izweski proved effective on the defensive, with a handful of Breachers able to cut down entire platoons of Coalition forces. But the Izweski lacked a cohesive air force, and many stubborn Lords refused to utilize indirect warfare such as artillery or air support, leading to higher casualties and a greater difficulty in offensives. Their focus on infantry warfare also meant they were slow to advance, leaving the Izweski military, while nearly unstoppable when fully mobilized, extremely slow to advance.&lt;br /&gt;
&lt;br /&gt;
=== Reactions To The War ===&lt;br /&gt;
&lt;br /&gt;
The war was portrayed in Izweski propaganda as a war against backward savages. Unathi from the Traditionalist Coalition were &#039;dehumanized&#039; and people were told to consider them as barely Sinta&#039;Unathi. Many Izweski Unathi feared that the Traditionalists wanted to destroy modern society itself.&lt;br /&gt;
&lt;br /&gt;
The Izweski were portrayed by the Traditionalists&#039; propaganda as alien collaborators. The Izweski were painted to be oppressive puppets to the humans and Skrell, forcing literal alien culture on Moghes without the consent of its population. Many sincerely believed that the Hegemony was threatening the very foundation of what it meant to be Unathi, shaming their ancestors or having lost the favor of the Great Spirit.&lt;br /&gt;
&lt;br /&gt;
The Jargon Federation found itself shocked by the violence unfolding on Moghes. They dispatched a cruiser to orbit over the planet, and transported down a peace delegation to the Coalition capital city. The shuttle was shot down by Coalition anti-air weapons, killing everyone on board. Offended, the Skrell moved their cruiser in the system in orbit around the Ouerean planet, pledging to never again provide assistance to Moghes, while NanoTrasen continued to do just that with back-room dealings and weapons sales.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathiatom.jpg|thumb|alt=Gun emplacements.|It&#039;s unknown how the Coalition acquired atomic weapons, but many conspiracy theories persist.]]&lt;br /&gt;
&lt;br /&gt;
=== The Atomic Exchange ===&lt;br /&gt;
&lt;br /&gt;
On September 5th, 2439, the Traditionalist Coalition suddenly dropped an atomic bomb on the Izweski city of Da’ha’den, obliterating it. It’s unknown how the Traditionalists gained access to atomic weapons, but the consequences were catastrophic: both sides began a continued exchange of atomic weapons that lasted for a week. Hundreds of nuclear weapons were detonated across Moghes, and orbiting, observing Alliance stations and vessels having their shutters lowered to prevent eye damage to people observing during the time of the exchange. Hundreds of millions of Unathi were killed within the first few days by direct atomic detonations alone, with hundreds of millions of more Unathi dying as the weeks dragged on and the fallout spread across the planet.&lt;br /&gt;
&lt;br /&gt;
=== The Aftermath ===&lt;br /&gt;
&lt;br /&gt;
In the end, atomic hellfire had seen most of the planet&#039;s surface vaporized or blasted with radiation. Despite this, violence continued to spill across the planet as the initial war of ideology turned into a desperate fight to secure the remaining, non-affected areas. The continued conflict continued for 10 more years, with every level of Unathi society affected in one way or another. No clan escaped unscathed, and many lost their entire levy or even their entire dynasty when the atomic weapons were dropped.&lt;br /&gt;
&lt;br /&gt;
=== The Capture of Darakath ===&lt;br /&gt;
&lt;br /&gt;
The Contact War did not end until exhausted Izweski forces captured the Coalition capital city of Darakath on 2449, which had been their relocated capital after the original, Tisxaclas, was destroyed by several atomic weapons. The capture of the city also marked the end of the Contact War, with the Izweski technically victorious in the face of there being no further organized resistance against them on Moghes.&lt;br /&gt;
&lt;br /&gt;
In retaliation for the war crimes preformed by the Traditionalists, being the atomic detonations and multiple other accusations, every single Traditionalist leader was decapitated over the next few months, including the entire Azarath dynasty. At the start of the war the population of Moghes was 8 billion, and by 2458 it stands at 6.2 billion.&lt;br /&gt;
&lt;br /&gt;
[[Category:Skrell]]&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_History&amp;diff=14090</id>
		<title>Unathi History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_History&amp;diff=14090"/>
		<updated>2020-02-16T19:25:04Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Modern Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
===Pre-Hegemony===&lt;br /&gt;
While most records were tragically lost in the later years of the [[Contact War]], Unathi and human scholars theorize that Unathi lifestyles were predominantly nomadic in their early history. Up until 100 CE Unathi clans consisted of small villages usually numbering no more than 500 following the large herd of Threshbeasts across the savannas that dominated the planet’s surface. Clans at the time weren’t accustomed to using weapons, as their natural talons served well enough to kill enemies in battle, leaving most early Unathi warfare being brutal hand-to-hand affairs.&lt;br /&gt;
&lt;br /&gt;
Around 300 CE, many clans had settled down after discovering the benefits of aquaculture, or the mass husbandry of fish, as well new innovations in preserving meat. The population swelled, and the first true cities had established themselves. &lt;br /&gt;
&lt;br /&gt;
The planet was still divided amongst several hundred different clans, all of which were nearly unanimously hostile towards one another. Trade between clans was limited, leaving the balance of wealth and technological advancement severely stratified.&lt;br /&gt;
&lt;br /&gt;
Early Unathi societies, before the creation of paper currency in the 20th century, would measure their wealth in salted fish, with trade and transactions using salted fish. A village could quite literally eat themselves into bankruptcy.&lt;br /&gt;
&lt;br /&gt;
=== The First Hegemony ===&lt;br /&gt;
What few surviving records remain show that by 1000 CE, most of the planet’s surface was dominated between a dozen clans, each holding vast swaths of land. The Kres&#039;ha&#039;nor Clan is shown to have been the most powerful, controlling a population base of twelve million and a professional army, including the first recorded use of War Riders. They ruled over numerous Lords, all of whom lived in a system of feudalism, owing the Kres’ha’nor clan their loyalty and armies in exchange for protection and land.&lt;br /&gt;
&lt;br /&gt;
The Kres’ha’nor Hegemony lasted from roughly 920 CE - 1500 CE, benefiting from the brutal War Rider shock troops wielding steel glaives and heavy maces. It was the unquestioned power of the world, owning land and wealth which allowed it the industries necessary to forge steel, levy taxes, and even build walls around their cities to protect from raiders. This lasted until Clan Leader Kresshi Kres’ha’nor had died, his many sons fighting over who would rule the Clan in his place. The Hegemony fractured and collapsed into a dozen smaller, feuding clans with the Kres’ha’nor dynasty itself disappearing completely after the war ended.&lt;br /&gt;
&lt;br /&gt;
The Kres’ha’nor Hegemony had subjugated its neighbors for many years, and with it collapse the rest of Moghes began to gravitate away from one another and back to their isolated way of living.&lt;br /&gt;
====Growth of 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 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;
&lt;br /&gt;
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 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 credited 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 worker. 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.&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 16th century 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;
In 1823 CE, records show the first use of a steam engine by the Ras’iks Clan in S’th. The technological breakthrough sparked industrialization amongst the urbanized clans, but the developments weren’t felt beyond the new industrialized nations. It was even rejected with outright hostility in many areas outside the city, with many unathi resenting the upsets to traditional ways of life. Surviving records have numerous accounts of uprisings and attempts revolutions in industrialized nations, while the more primitive neighbors continued to aggressively raid their more advanced, and thus wealthy neighbors. It’s unclear if these events were random violence, or the first global war amongst the Unathi clans.&lt;br /&gt;
&lt;br /&gt;
The growth of industrialization also threatened the major &#039;&#039;&#039;Guilds&#039;&#039;&#039;. In the centuries before industrialization these organizations were associations of artisans or merchants who control the practice of their craft in a particular town or city. The introduction of factories and growth of unskilled labor disrupted the entire concept of skilled labor; many skilled craftsmen found themselves outpaced and outproduced by a single factory. The consequences of industrialization also saw an explosion of urbanization, with large populations of unskilled workers migrating from rural areas to get jobs in the cities. Unathi society transformed itself from a primarily &#039;&#039;&#039;aquaculture&#039;&#039;&#039; (the mass farming of fish) society into one based on the manufacturing of goods and services.&lt;br /&gt;
&lt;br /&gt;
It&#039;s shown with limited surviving records that, by &#039;&#039;&#039;1922&#039;&#039;&#039;, the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039; rose to power following a war amongst the industrialized nations and created a Hegemony. They ruled most of the land around the Moghresian Sea and the vast planes to the east of the sea. Their clan ruled harshly, and forced technological advances into the cities and towns in order to increase the wealth of their clan and loyal Lords. The Sarakus abolished the private Guilds and consolidated their associations and enterprises to be controlled directly by the throne. The Sarakus leased out titles to factories, businesses, and other enterprises to landed Lords of the realm. This allowed the ruling elite to continue to directly control the lower class of unskilled labor just as they did before industrialization. &lt;br /&gt;
&lt;br /&gt;
====Industrialization====&lt;br /&gt;
In &#039;&#039;&#039;1931&#039;&#039;&#039; the Sarakus also embarked on several ambitious projects to modernize the empire, all under the ambitious plan called the &#039;&#039;&#039;&amp;quot;Great Endeavor&amp;quot;&#039;&#039;&#039;, the brainchild of &#039;&#039;&#039;Hegemon Azyi Sarakus&#039;&#039;&#039;. While electricity had been known and produced on Moghes since the 1800&#039;s electricity was still rare and limited to the capital and a handful of other major cities. Using vast amounts of unskilled labor the Sarakus built hundreds of coal and hydroelectric power plants, all leased out to be operated by loyal nobles. Cities all found themselves with access to electricity within 10 years. Light-bulbs replaced candlelight, and street lights lit up the roads and sidewalks even on the darkest of nights.&lt;br /&gt;
&lt;br /&gt;
Ambitious infrastructure projects were also embarked on. The concept of gasoline-powered cars had been known, but the vast majority of roads across the Sarakus Hegemony were dirt roads unfriendly to mechanized travel. Travel was exclusively done by walking or, if you had the money, riding on Threshbeasts. A vast stretch of cobblestone roads was built between every major city and within them. While the streets within cities were being torn up, the Sarakus also had the ancient, decrepit sewage systems modernized and improved in a massive sanitation project.&lt;br /&gt;
&lt;br /&gt;
Radio coverage was expanded across the globe as the Sarakus expanded radio coverage and built telephone lines, allowing every corner of the Empire to have direct and quick communication with the capital.&lt;br /&gt;
&lt;br /&gt;
The Great Endeavor took 20 years, and &#039;&#039;&#039;Azyi Sarakus&#039;&#039;&#039; died of old age at 62 before being able to see it finished. The project was symbolically finished with a grand opening of the Sarakus Castle after it had gone under renovations to modernize it with electricity and modern plumbing.&lt;br /&gt;
&lt;br /&gt;
In the end the Great Endeavor ruthlessly modernized Moghes. While the benefits to the state were immense, there was also significant uprooting of traditional Unathi society. With the modernization of factories and growing industrialization skilled labor was becoming less valued. While the wealth of the Sarakus Hegemony increased, many within and outside the empire began to resent the growth, feeling that the Sarakus had urbanized and industrialized the empire at the expense of its soul. &lt;br /&gt;
&lt;br /&gt;
The rest of Moghes was divided as it always had been, between non-industrialized unathi nations. Technology and innovations from the Sarakus slowly trickled into their Clans and kingdoms, but life existed much as it had for a thousand years. Most Clans still fought with steel weapons and armor while the lower classes acted as manual labor in aquaculture farms or mines beneath the wealthy elites of skilled craftsmen.&lt;br /&gt;
&lt;br /&gt;
===The Third Hegemony===&lt;br /&gt;
We do know without a doubt that in 1994, the Sarakus Clan ceased to exist after a sudden coup by a group known as the Traitor Lords. They stormed the Sarakus castle in Ma’ha’rem and slew the entire family and contingent of Clan Guard, establishing Lord Neeziah Izweski as the new ruling Clan Leader. The sudden, brutal coup sent shock-waves through the nation. It was almost unthinkable that Lords would turn on their Clan Leader in such a way.&lt;br /&gt;
&lt;br /&gt;
Immediately most Lords rebelled, forming the Honored Alliance. The civil war lasted for decades, spreading to include most of the planet and Clans. It was a new type of war, with ballistic weapons first used by Izweski infantry. The bullets are most similar to 21st century Earth anti-tank rifles, but due to Unathi armored plates became a standard infantry weapon. Heavy, unwieldy, and expensive to make with the limited industry, no more than a few thousand were ever fielded. But when they were used, it’s recorded that they were devastating. Wielding melee weapons and charging into battle as they always had, War Riders and infantry would be whittled down from unheard of distances.&lt;br /&gt;
&lt;br /&gt;
The war lasted until &#039;&#039;&#039;2079 CE&#039;&#039;&#039;, when the Honored Alliance signed a cease-fire with the Izweski Nation. The war had seen many cities razed and looted, and deaths in the millions. The entire planet of Moghes was wounded, and would not recover for decades. Until First Contact, the surviving Clans and Izweski Nation rebuilt and consolidated their power.&lt;br /&gt;
&lt;br /&gt;
Once their control of the empire was secure, the Izweski embarked on several ambitious projects that completely reversed the policies of the Sarakus. The Izweski abolished the control of the nobility over the Guilds while encouraging the concept of &#039;&#039;&#039;free trade&#039;&#039;&#039;. Regulations over the Guilds vanished within a few short years, and the 2100&#039;s saw a rebirth of these associations. They eventually evolved into trade unions in the &#039;&#039;&#039;2120&#039;s&#039;&#039;&#039;. Industry and business was privatized as the nobility lost their privileges over the economy and workers. Many of the established elite resented these changes. Anti-union violence exploded in the &#039;&#039;&#039;2120&#039;s&#039;&#039;&#039; and &#039;&#039;&#039;2130&#039;s&#039;&#039;&#039;, with Lords and Clan Lords using their troops to brutally suppress union strikes or meetings. Many lords also revolted against the Izweski in the same period,demanding their privileges be returned. The uprisings were met with brutality, with victorious Izweski commanders often decapitating rebel leaders. &lt;br /&gt;
&lt;br /&gt;
====The Modern Economy====&lt;br /&gt;
Despite the unrest and turmoil industrialization and free trade had brought to the Izweski Hegemony the process continued. By the turn of the century in the &#039;&#039;&#039;2200&#039;s&#039;&#039;&#039; an early form of globalization and mass media had developed within Moghes. The growing middle class within the Izweski Hegemony had grown to be a sizable economic and political force, but interestingly the innovations and reforms drastically changed the cultural and social spheres of Unathi life there is very little evidence of radical political change. &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 there was also a significant population of the lower and under-class in urban Unathi society. Nearly every major city had &#039;&#039;&#039;sprawling slums&#039;&#039;&#039; that surrounded the industrial districts, filled with underpaid factory workers who ironically found their rights curtailed by the powerful trade unions. Guwans specifically were ruthlessly exploited, forced to work as street sweepers or maintain the sewers. 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.&lt;br /&gt;
&lt;br /&gt;
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 trade unions, believing that the consequences were necessary to maintain a modern, functioning empire.&lt;br /&gt;
&lt;br /&gt;
===== Pre-Contact Moghean Currency =====&lt;br /&gt;
The Izweski also made one last major change by centralizing the currency. Since the 16th century private Guilds had issued their own steel coins, and it was all massively decentralized. The Izweski outlawed the Guild&#039;s former inherent right to print and manage money, placing it instead under the Imperial Bank, which was created in 2212. &lt;br /&gt;
&lt;br /&gt;
This bank became the only institution that could mint coins, called &#039;&#039;&#039;Zikis&#039;&#039;&#039;. The bank also began issuing paper money, called &#039;&#039;&#039;Zakas&#039;&#039;&#039;. Both the steel coins and paper notes were backed by salted fish until 2251, when the currency was taken off the Fish Standard. The Zaka became the reserve currency of Moghes by 2290, and continued to be so until it was replaced by the Galactic Credit following contact with humanity.&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;
&lt;br /&gt;
===First Contact===&lt;br /&gt;
In 2433, a human exploration team discovered Moghes. Shortly after, first contact was made. Humanity established contact with Clan Izweski, which proved to be controversial amongst the Sol Alliance. Many people questioned the morals of interacting with a pre-warp race that had only reached the technological level of Earth in the 21st century. But unheeding the warnings, Sol Alliance merchants and scholars flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by Nanotrasen, it served to transport people to and from the planet’s surface.&lt;br /&gt;
&lt;br /&gt;
It should be noted that before First Contact, Moghes had the technological level equivalent to Earth in the early 21st century. However this was extremely stratified and mostly constrained to the major cities in what is now known as the Untouched Lands. Other areas of Moghes, namely in the countryside and outside Izweski control, were equivalent to Earth in the 20th or 19th century. The Unathi had access to modern medicine, universities, and other modern amenities, if they were a member of the middle class or nobility. However most of the wealth was concentrated in the hands of landed vassals, and few unlanded Unathi had the ability or means to advance in society. A complex global trade network was also present. Unathi at this time had mechanized, with access to clunky, open-top cars powered by traditional gasoline. Power generation was utilized mostly through natural gas and hydro-electric dams along with other biofuels. All major cities had modern infrastructure and civil services, electricity, and plumbing.&lt;br /&gt;
&lt;br /&gt;
===The Contact War===&lt;br /&gt;
&lt;br /&gt;
In-depth information: [[Contact War]]&lt;br /&gt;
&lt;br /&gt;
====Prelude====&lt;br /&gt;
In 2437, the Izweski Nation had established the Izweski Space Program, and with bootlegged Sol Alliance technology constructed a rocket intended to carry 300 unathi colonists to their system’s second habitable planet, Ouerea. The launch was a disaster, with a yet-unidentified failure causing the rocket to explode after reaching 2,000 feet and the death of all hands. The failure sends shockwaves through all of Moghes, with the Izweski Nation suddenly besieged by scattered, angry neighboring Clans outraged by the unnatural use of technology leading to the loss of so many lives.&lt;br /&gt;
&lt;br /&gt;
The Sol Alliance partnered with the Jargon Federation to help Izweski construct a second rocket, with Nanotrasen engineers and scientists helping construct it. Its launch was successful, and Ouerea was colonized by 350 Unathi under the guidance of the Sol and Skrellian Alliances on &#039;&#039;&#039;February 3rd, 2438&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The other Clans of Moghes were horrified on this turn of events, seeing the entire Unathi way of life being turned upside down so quickly. They blamed the Izweski Nation of coddling “alien invaders”, and formed the Traditionalist Coalition, which invaded the Izweski Nation. Izweski itself began to see civil unrest from angry commoners and Lords.&lt;br /&gt;
&lt;br /&gt;
====The Contact War 2438 - 2449====&lt;br /&gt;
&lt;br /&gt;
The Izweski colonization of Ourea was the final catalyst for the [[Contact War]], which began with the sudden invasion of Izweski lands east of &#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; by the Traditionalist Coalition three days after the Izweski Colonists landed on Ourea. Conventional fighting lasted a year, from February 6th 2438 to September 5th 2439.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathiatom.jpg|thumb|alt=Gun emplacements.|It&#039;s unknown how the Coalition acquired atomic weapons, but many conspiracy theories persist.]]&lt;br /&gt;
&lt;br /&gt;
On September 5th, 2439, the Traditionalist Coalition suddenly dropped an atomic bomb on the Izweski city of Da’ha’den, obliterating it and sparking a global nuclear war, with the exchange of atomic and nuclear weapons continuing for an entire week.&lt;br /&gt;
&lt;br /&gt;
The origin of the Coalition&#039;s access to atomic weapons remains a mystery and subject to countless conspiracy theories. Whereas the Izweski Hegemony had atomic and basic hydrogen bombs with missiles to deliver them world-wide, no nation in the Traditionalist Coalition had any recorded successes with atomic or hydrogen bombs, nor the capability to mount any on rockets or bombs before the war began. The prospect of the Coalition managing to rush a nuclear weapons program in under a year and mass produce over a hundred atomic bombs is one that many Unathi have a difficult time accepting. Conspiracies range from defecting Izweski scientists leaking secrets to the Coalition, to human or skrell involvement.&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 organized force left to oppose the Izweski, ending the 11 year long conflict.&lt;br /&gt;
&lt;br /&gt;
====Aftermath====&lt;br /&gt;
&lt;br /&gt;
In retaliation for the war crimes preformed by the Traditionalists, being the atomic detonations and multiple other accusations, every single Traditionalist leader was decapitated whenever they were captured without any form of trial. At the start of the war the population of Moghes was 8 billion, and by 2458 it stands at 6.2 billion.&lt;br /&gt;
&lt;br /&gt;
In addition, nuclear weapons have become utterly despised nearly universally by all Sinta&#039;Unathi. The surviving elements of the Izweski Hegemony have made clear and concerted efforts to find and dismantle any remnant of nuclear programs across Moghes while they themselves have dismantled nearly their entire stockpile, with the goal of total disarmament by 2460.&lt;br /&gt;
&lt;br /&gt;
===Unathi Today===&lt;br /&gt;
&lt;br /&gt;
By 2458, most of the interior of Moghes is uninhabitable. While the yields were lower than thermonuclear weapons, the fallout is still posing massive problems for Moghes. Most of the planet is now engulfed by a single desert, which is aptly named “The Wasteland”. During the Contact war and after it, the Izweski Hegemony has found itself facing a catastrophic collapse of the eco-system. The sole remaining cities still functioning exist in the Untouched Lands; shielded by the massive mountain ranges from the fallout and encroaching desert sands.&lt;br /&gt;
&lt;br /&gt;
The Izweski Nation exists as a shell of its former self. Its influence extends around Skalamar and Ma’ha’rem in the Untouched Lands, with Hegemon and Clan Leader S’kresti ruling it unquestioned, but the rest of the planet has devolved into the feudal system of Clan-ship, with ideologies, technology, and economies varying wildly. Moghean Unathi find themselves faced with the choice of continuing to do little more than etch out an existence on the home planet, or take lucrative offers from Nanotrasen and other megacorp to join their workforce. In addition, the Hegemony finds itself facing massive swarms of refugees spilling through its borders. Many Lords and Clan Lords have tried to shut the gates to the refugees, as millions of them continue to seek refuge in the Untouched Lands, overwhelming the already stressed support structures of the Izweski state. Since the end of the Contact War the Hegemony has tried to deal with these refugees by shipping them off to space as fast as possible, many of them being former Traditionalist or even Izweski warriors that returned home to find their clans had ceased to exist. This accounts for the large number of Unathi raiders present in knwon space. The population remains at 6.2 billion Unathi, and remains in a steady decline. It is estimated by human scientists that Moghes will be rendered completely uninhabitable to Unathi life within 100 years unless the planet is terraformed to mitigate the damage, though terraforming inhabited planets remains incredibly dangerous.&lt;br /&gt;
&lt;br /&gt;
The Ouerean Unathi are faring far better. Though it was jointly administered by the Sol Alliance and Jargon Federation, it was restored under the direct control of the Hegemon during a series of diplomatic incidents in the summer of 2457. Now it faces an influx of immigrants from Moghes placing stress on its institutions and shaky transition back to the Hegemony, and an upset away from the more liberal lifestyle they enjoyed under the Skrell and Human administration...&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi_History&amp;diff=14089</id>
		<title>Unathi History</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi_History&amp;diff=14089"/>
		<updated>2020-02-16T19:24:52Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Unathi Today */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
===Pre-Hegemony===&lt;br /&gt;
While most records were tragically lost in the later years of the [[Contact War]], Unathi and human scholars theorize that Unathi lifestyles were predominantly nomadic in their early history. Up until 100 CE Unathi clans consisted of small villages usually numbering no more than 500 following the large herd of Threshbeasts across the savannas that dominated the planet’s surface. Clans at the time weren’t accustomed to using weapons, as their natural talons served well enough to kill enemies in battle, leaving most early Unathi warfare being brutal hand-to-hand affairs.&lt;br /&gt;
&lt;br /&gt;
Around 300 CE, many clans had settled down after discovering the benefits of aquaculture, or the mass husbandry of fish, as well new innovations in preserving meat. The population swelled, and the first true cities had established themselves. &lt;br /&gt;
&lt;br /&gt;
The planet was still divided amongst several hundred different clans, all of which were nearly unanimously hostile towards one another. Trade between clans was limited, leaving the balance of wealth and technological advancement severely stratified.&lt;br /&gt;
&lt;br /&gt;
Early Unathi societies, before the creation of paper currency in the 20th century, would measure their wealth in salted fish, with trade and transactions using salted fish. A village could quite literally eat themselves into bankruptcy.&lt;br /&gt;
&lt;br /&gt;
=== The First Hegemony ===&lt;br /&gt;
What few surviving records remain show that by 1000 CE, most of the planet’s surface was dominated between a dozen clans, each holding vast swaths of land. The Kres&#039;ha&#039;nor Clan is shown to have been the most powerful, controlling a population base of twelve million and a professional army, including the first recorded use of War Riders. They ruled over numerous Lords, all of whom lived in a system of feudalism, owing the Kres’ha’nor clan their loyalty and armies in exchange for protection and land.&lt;br /&gt;
&lt;br /&gt;
The Kres’ha’nor Hegemony lasted from roughly 920 CE - 1500 CE, benefiting from the brutal War Rider shock troops wielding steel glaives and heavy maces. It was the unquestioned power of the world, owning land and wealth which allowed it the industries necessary to forge steel, levy taxes, and even build walls around their cities to protect from raiders. This lasted until Clan Leader Kresshi Kres’ha’nor had died, his many sons fighting over who would rule the Clan in his place. The Hegemony fractured and collapsed into a dozen smaller, feuding clans with the Kres’ha’nor dynasty itself disappearing completely after the war ended.&lt;br /&gt;
&lt;br /&gt;
The Kres’ha’nor Hegemony had subjugated its neighbors for many years, and with it collapse the rest of Moghes began to gravitate away from one another and back to their isolated way of living.&lt;br /&gt;
====Growth of 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 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;
&lt;br /&gt;
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 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 credited 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 worker. 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.&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 16th century 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;
In 1823 CE, records show the first use of a steam engine by the Ras’iks Clan in S’th. The technological breakthrough sparked industrialization amongst the urbanized clans, but the developments weren’t felt beyond the new industrialized nations. It was even rejected with outright hostility in many areas outside the city, with many unathi resenting the upsets to traditional ways of life. Surviving records have numerous accounts of uprisings and attempts revolutions in industrialized nations, while the more primitive neighbors continued to aggressively raid their more advanced, and thus wealthy neighbors. It’s unclear if these events were random violence, or the first global war amongst the Unathi clans.&lt;br /&gt;
&lt;br /&gt;
The growth of industrialization also threatened the major &#039;&#039;&#039;Guilds&#039;&#039;&#039;. In the centuries before industrialization these organizations were associations of artisans or merchants who control the practice of their craft in a particular town or city. The introduction of factories and growth of unskilled labor disrupted the entire concept of skilled labor; many skilled craftsmen found themselves outpaced and outproduced by a single factory. The consequences of industrialization also saw an explosion of urbanization, with large populations of unskilled workers migrating from rural areas to get jobs in the cities. Unathi society transformed itself from a primarily &#039;&#039;&#039;aquaculture&#039;&#039;&#039; (the mass farming of fish) society into one based on the manufacturing of goods and services.&lt;br /&gt;
&lt;br /&gt;
It&#039;s shown with limited surviving records that, by &#039;&#039;&#039;1922&#039;&#039;&#039;, the &#039;&#039;&#039;Sarakus Clan&#039;&#039;&#039; rose to power following a war amongst the industrialized nations and created a Hegemony. They ruled most of the land around the Moghresian Sea and the vast planes to the east of the sea. Their clan ruled harshly, and forced technological advances into the cities and towns in order to increase the wealth of their clan and loyal Lords. The Sarakus abolished the private Guilds and consolidated their associations and enterprises to be controlled directly by the throne. The Sarakus leased out titles to factories, businesses, and other enterprises to landed Lords of the realm. This allowed the ruling elite to continue to directly control the lower class of unskilled labor just as they did before industrialization. &lt;br /&gt;
&lt;br /&gt;
====Industrialization====&lt;br /&gt;
In &#039;&#039;&#039;1931&#039;&#039;&#039; the Sarakus also embarked on several ambitious projects to modernize the empire, all under the ambitious plan called the &#039;&#039;&#039;&amp;quot;Great Endeavor&amp;quot;&#039;&#039;&#039;, the brainchild of &#039;&#039;&#039;Hegemon Azyi Sarakus&#039;&#039;&#039;. While electricity had been known and produced on Moghes since the 1800&#039;s electricity was still rare and limited to the capital and a handful of other major cities. Using vast amounts of unskilled labor the Sarakus built hundreds of coal and hydroelectric power plants, all leased out to be operated by loyal nobles. Cities all found themselves with access to electricity within 10 years. Light-bulbs replaced candlelight, and street lights lit up the roads and sidewalks even on the darkest of nights.&lt;br /&gt;
&lt;br /&gt;
Ambitious infrastructure projects were also embarked on. The concept of gasoline-powered cars had been known, but the vast majority of roads across the Sarakus Hegemony were dirt roads unfriendly to mechanized travel. Travel was exclusively done by walking or, if you had the money, riding on Threshbeasts. A vast stretch of cobblestone roads was built between every major city and within them. While the streets within cities were being torn up, the Sarakus also had the ancient, decrepit sewage systems modernized and improved in a massive sanitation project.&lt;br /&gt;
&lt;br /&gt;
Radio coverage was expanded across the globe as the Sarakus expanded radio coverage and built telephone lines, allowing every corner of the Empire to have direct and quick communication with the capital.&lt;br /&gt;
&lt;br /&gt;
The Great Endeavor took 20 years, and &#039;&#039;&#039;Azyi Sarakus&#039;&#039;&#039; died of old age at 62 before being able to see it finished. The project was symbolically finished with a grand opening of the Sarakus Castle after it had gone under renovations to modernize it with electricity and modern plumbing.&lt;br /&gt;
&lt;br /&gt;
In the end the Great Endeavor ruthlessly modernized Moghes. While the benefits to the state were immense, there was also significant uprooting of traditional Unathi society. With the modernization of factories and growing industrialization skilled labor was becoming less valued. While the wealth of the Sarakus Hegemony increased, many within and outside the empire began to resent the growth, feeling that the Sarakus had urbanized and industrialized the empire at the expense of its soul. &lt;br /&gt;
&lt;br /&gt;
The rest of Moghes was divided as it always had been, between non-industrialized unathi nations. Technology and innovations from the Sarakus slowly trickled into their Clans and kingdoms, but life existed much as it had for a thousand years. Most Clans still fought with steel weapons and armor while the lower classes acted as manual labor in aquaculture farms or mines beneath the wealthy elites of skilled craftsmen.&lt;br /&gt;
&lt;br /&gt;
===The Third Hegemony===&lt;br /&gt;
We do know without a doubt that in 1994, the Sarakus Clan ceased to exist after a sudden coup by a group known as the Traitor Lords. They stormed the Sarakus castle in Ma’ha’rem and slew the entire family and contingent of Clan Guard, establishing Lord Neeziah Izweski as the new ruling Clan Leader. The sudden, brutal coup sent shock-waves through the nation. It was almost unthinkable that Lords would turn on their Clan Leader in such a way.&lt;br /&gt;
&lt;br /&gt;
Immediately most Lords rebelled, forming the Honored Alliance. The civil war lasted for decades, spreading to include most of the planet and Clans. It was a new type of war, with ballistic weapons first used by Izweski infantry. The bullets are most similar to 21st century Earth anti-tank rifles, but due to Unathi armored plates became a standard infantry weapon. Heavy, unwieldy, and expensive to make with the limited industry, no more than a few thousand were ever fielded. But when they were used, it’s recorded that they were devastating. Wielding melee weapons and charging into battle as they always had, War Riders and infantry would be whittled down from unheard of distances.&lt;br /&gt;
&lt;br /&gt;
The war lasted until &#039;&#039;&#039;2079 CE&#039;&#039;&#039;, when the Honored Alliance signed a cease-fire with the Izweski Nation. The war had seen many cities razed and looted, and deaths in the millions. The entire planet of Moghes was wounded, and would not recover for decades. Until First Contact, the surviving Clans and Izweski Nation rebuilt and consolidated their power.&lt;br /&gt;
&lt;br /&gt;
Once their control of the empire was secure, the Izweski embarked on several ambitious projects that completely reversed the policies of the Sarakus. The Izweski abolished the control of the nobility over the Guilds while encouraging the concept of &#039;&#039;&#039;free trade&#039;&#039;&#039;. Regulations over the Guilds vanished within a few short years, and the 2100&#039;s saw a rebirth of these associations. They eventually evolved into trade unions in the &#039;&#039;&#039;2120&#039;s&#039;&#039;&#039;. Industry and business was privatized as the nobility lost their privileges over the economy and workers. Many of the established elite resented these changes. Anti-union violence exploded in the &#039;&#039;&#039;2120&#039;s&#039;&#039;&#039; and &#039;&#039;&#039;2130&#039;s&#039;&#039;&#039;, with Lords and Clan Lords using their troops to brutally suppress union strikes or meetings. Many lords also revolted against the Izweski in the same period,demanding their privileges be returned. The uprisings were met with brutality, with victorious Izweski commanders often decapitating rebel leaders. &lt;br /&gt;
&lt;br /&gt;
====The Modern Economy====&lt;br /&gt;
Despite the unrest and turmoil industrialization and free trade had brought to the Izweski Hegemony the process continued. By the turn of the century in the &#039;&#039;&#039;2200&#039;s&#039;&#039;&#039; an early form of globalization and mass media had developed within Moghes. The growing middle class within the Izweski Hegemony had grown to be a sizable economic and political force, but interestingly the innovations and reforms drastically changed the cultural and social spheres of Unathi life there is very little evidence of radical political change. &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 there was also a significant population of the lower and under-class in urban Unathi society. Nearly every major city had &#039;&#039;&#039;sprawling slums&#039;&#039;&#039; that surrounded the industrial districts, filled with underpaid factory workers who ironically found their rights curtailed by the powerful trade unions. Guwans specifically were ruthlessly exploited, forced to work as street sweepers or maintain the sewers. 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.&lt;br /&gt;
&lt;br /&gt;
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 trade unions, believing that the consequences were necessary to maintain a modern, functioning empire.&lt;br /&gt;
&lt;br /&gt;
===== Pre-Contact Moghean Currency =====&lt;br /&gt;
The Izweski also made one last major change by centralizing the currency. Since the 16th century private Guilds had issued their own steel coins, and it was all massively decentralized. The Izweski outlawed the Guild&#039;s former inherent right to print and manage money, placing it instead under the Imperial Bank, which was created in 2212. &lt;br /&gt;
&lt;br /&gt;
This bank became the only institution that could mint coins, called &#039;&#039;&#039;Zikis&#039;&#039;&#039;. The bank also began issuing paper money, called &#039;&#039;&#039;Zakas&#039;&#039;&#039;. Both the steel coins and paper notes were backed by salted fish until 2251, when the currency was taken off the Fish Standard. The Zaka became the reserve currency of Moghes by 2290, and continued to be so until it was replaced by the Galactic Credit following contact with humanity.&lt;br /&gt;
&lt;br /&gt;
===First Contact===&lt;br /&gt;
In 2433, a human exploration team discovered Moghes. Shortly after, first contact was made. Humanity established contact with Clan Izweski, which proved to be controversial amongst the Sol Alliance. Many people questioned the morals of interacting with a pre-warp race that had only reached the technological level of Earth in the 21st century. But unheeding the warnings, Sol Alliance merchants and scholars flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by Nanotrasen, it served to transport people to and from the planet’s surface.&lt;br /&gt;
&lt;br /&gt;
It should be noted that before First Contact, Moghes had the technological level equivalent to Earth in the early 21st century. However this was extremely stratified and mostly constrained to the major cities in what is now known as the Untouched Lands. Other areas of Moghes, namely in the countryside and outside Izweski control, were equivalent to Earth in the 20th or 19th century. The Unathi had access to modern medicine, universities, and other modern amenities, if they were a member of the middle class or nobility. However most of the wealth was concentrated in the hands of landed vassals, and few unlanded Unathi had the ability or means to advance in society. A complex global trade network was also present. Unathi at this time had mechanized, with access to clunky, open-top cars powered by traditional gasoline. Power generation was utilized mostly through natural gas and hydro-electric dams along with other biofuels. All major cities had modern infrastructure and civil services, electricity, and plumbing.&lt;br /&gt;
&lt;br /&gt;
===The Contact War===&lt;br /&gt;
&lt;br /&gt;
In-depth information: [[Contact War]]&lt;br /&gt;
&lt;br /&gt;
====Prelude====&lt;br /&gt;
In 2437, the Izweski Nation had established the Izweski Space Program, and with bootlegged Sol Alliance technology constructed a rocket intended to carry 300 unathi colonists to their system’s second habitable planet, Ouerea. The launch was a disaster, with a yet-unidentified failure causing the rocket to explode after reaching 2,000 feet and the death of all hands. The failure sends shockwaves through all of Moghes, with the Izweski Nation suddenly besieged by scattered, angry neighboring Clans outraged by the unnatural use of technology leading to the loss of so many lives.&lt;br /&gt;
&lt;br /&gt;
The Sol Alliance partnered with the Jargon Federation to help Izweski construct a second rocket, with Nanotrasen engineers and scientists helping construct it. Its launch was successful, and Ouerea was colonized by 350 Unathi under the guidance of the Sol and Skrellian Alliances on &#039;&#039;&#039;February 3rd, 2438&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The other Clans of Moghes were horrified on this turn of events, seeing the entire Unathi way of life being turned upside down so quickly. They blamed the Izweski Nation of coddling “alien invaders”, and formed the Traditionalist Coalition, which invaded the Izweski Nation. Izweski itself began to see civil unrest from angry commoners and Lords.&lt;br /&gt;
&lt;br /&gt;
====The Contact War 2438 - 2449====&lt;br /&gt;
&lt;br /&gt;
The Izweski colonization of Ourea was the final catalyst for the [[Contact War]], which began with the sudden invasion of Izweski lands east of &#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; by the Traditionalist Coalition three days after the Izweski Colonists landed on Ourea. Conventional fighting lasted a year, from February 6th 2438 to September 5th 2439.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathiatom.jpg|thumb|alt=Gun emplacements.|It&#039;s unknown how the Coalition acquired atomic weapons, but many conspiracy theories persist.]]&lt;br /&gt;
&lt;br /&gt;
On September 5th, 2439, the Traditionalist Coalition suddenly dropped an atomic bomb on the Izweski city of Da’ha’den, obliterating it and sparking a global nuclear war, with the exchange of atomic and nuclear weapons continuing for an entire week.&lt;br /&gt;
&lt;br /&gt;
The origin of the Coalition&#039;s access to atomic weapons remains a mystery and subject to countless conspiracy theories. Whereas the Izweski Hegemony had atomic and basic hydrogen bombs with missiles to deliver them world-wide, no nation in the Traditionalist Coalition had any recorded successes with atomic or hydrogen bombs, nor the capability to mount any on rockets or bombs before the war began. The prospect of the Coalition managing to rush a nuclear weapons program in under a year and mass produce over a hundred atomic bombs is one that many Unathi have a difficult time accepting. Conspiracies range from defecting Izweski scientists leaking secrets to the Coalition, to human or skrell involvement.&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 organized force left to oppose the Izweski, ending the 11 year long conflict.&lt;br /&gt;
&lt;br /&gt;
====Aftermath====&lt;br /&gt;
&lt;br /&gt;
In retaliation for the war crimes preformed by the Traditionalists, being the atomic detonations and multiple other accusations, every single Traditionalist leader was decapitated whenever they were captured without any form of trial. At the start of the war the population of Moghes was 8 billion, and by 2458 it stands at 6.2 billion.&lt;br /&gt;
&lt;br /&gt;
In addition, nuclear weapons have become utterly despised nearly universally by all Sinta&#039;Unathi. The surviving elements of the Izweski Hegemony have made clear and concerted efforts to find and dismantle any remnant of nuclear programs across Moghes while they themselves have dismantled nearly their entire stockpile, with the goal of total disarmament by 2460.&lt;br /&gt;
&lt;br /&gt;
===Unathi Today===&lt;br /&gt;
&lt;br /&gt;
By 2458, most of the interior of Moghes is uninhabitable. While the yields were lower than thermonuclear weapons, the fallout is still posing massive problems for Moghes. Most of the planet is now engulfed by a single desert, which is aptly named “The Wasteland”. During the Contact war and after it, the Izweski Hegemony has found itself facing a catastrophic collapse of the eco-system. The sole remaining cities still functioning exist in the Untouched Lands; shielded by the massive mountain ranges from the fallout and encroaching desert sands.&lt;br /&gt;
&lt;br /&gt;
The Izweski Nation exists as a shell of its former self. Its influence extends around Skalamar and Ma’ha’rem in the Untouched Lands, with Hegemon and Clan Leader S’kresti ruling it unquestioned, but the rest of the planet has devolved into the feudal system of Clan-ship, with ideologies, technology, and economies varying wildly. Moghean Unathi find themselves faced with the choice of continuing to do little more than etch out an existence on the home planet, or take lucrative offers from Nanotrasen and other megacorp to join their workforce. In addition, the Hegemony finds itself facing massive swarms of refugees spilling through its borders. Many Lords and Clan Lords have tried to shut the gates to the refugees, as millions of them continue to seek refuge in the Untouched Lands, overwhelming the already stressed support structures of the Izweski state. Since the end of the Contact War the Hegemony has tried to deal with these refugees by shipping them off to space as fast as possible, many of them being former Traditionalist or even Izweski warriors that returned home to find their clans had ceased to exist. This accounts for the large number of Unathi raiders present in knwon space. The population remains at 6.2 billion Unathi, and remains in a steady decline. It is estimated by human scientists that Moghes will be rendered completely uninhabitable to Unathi life within 100 years unless the planet is terraformed to mitigate the damage, though terraforming inhabited planets remains incredibly dangerous.&lt;br /&gt;
&lt;br /&gt;
The Ouerean Unathi are faring far better. Though it was jointly administered by the Sol Alliance and Jargon Federation, it was restored under the direct control of the Hegemon during a series of diplomatic incidents in the summer of 2457. Now it faces an influx of immigrants from Moghes placing stress on its institutions and shaky transition back to the Hegemony, and an upset away from the more liberal lifestyle they enjoyed under the Skrell and Human administration...&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14088</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14088"/>
		<updated>2020-02-16T19:18:04Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* History Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
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The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
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[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
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After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
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Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Unathi can be the following Heads of Staff:&lt;br /&gt;
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* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
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=== Autakh Subspecies Mechanics ===&lt;br /&gt;
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*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
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Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
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The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
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Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
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[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
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The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
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Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
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Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
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Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
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Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
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[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
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==Social==&lt;br /&gt;
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=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
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Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
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For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
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Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
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===Emotional Displays===&lt;br /&gt;
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Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
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Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
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While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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====  Sinta&#039;Azaziba ====&lt;br /&gt;
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A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
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Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
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It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
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The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
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===Women===&lt;br /&gt;
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Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
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Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
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Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
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&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is 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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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, terraforming efforts began to expand these green oasis&#039;&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The matriarch 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.&lt;br /&gt;
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For the Kingdom, 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.&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. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&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 eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract 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;
&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
&lt;br /&gt;
Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&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;
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.&lt;br /&gt;
&lt;br /&gt;
Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
&lt;br /&gt;
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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of mercantalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox 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>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14087</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14087"/>
		<updated>2020-02-16T19:14:26Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Politics */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Autakh Subspecies Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
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The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
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Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
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Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
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Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
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Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
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[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
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==Social==&lt;br /&gt;
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=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
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Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
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For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
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Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
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===Emotional Displays===&lt;br /&gt;
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Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
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Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
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While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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====  Sinta&#039;Azaziba ====&lt;br /&gt;
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A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
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Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
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It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
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The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
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===Women===&lt;br /&gt;
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Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
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Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
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Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
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&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is 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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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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While the Izweski are reclaiming the Wasteland, they are ruthlessly uprooting and displacing local cultures in the remaining habitable lands. The Outposts were small, fertile enclaves that survived the Contact War surrounded by the Wasteland. Starting in 2461, terraforming efforts began to expand these green oasis&#039;&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The matriarch 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.&lt;br /&gt;
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For the Kingdom, 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.&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. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&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 eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established 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. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&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 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&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;
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.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&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 directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
&lt;br /&gt;
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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox 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>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14086</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14086"/>
		<updated>2020-02-16T18:59:22Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Ouerean */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Autakh Subspecies Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
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Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
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It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with the broad ideals of democracy; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
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The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
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===Women===&lt;br /&gt;
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Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
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Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
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Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
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&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is 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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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
[[File:PostContactRegions.png|thumb|Major regions of Moghes. 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, terraforming efforts began to expand these green oasis&#039;.]]&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The matriarch 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.&lt;br /&gt;
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For the Kingdom, 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.&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. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&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 eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established 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. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&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 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&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;
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.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&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 directly. 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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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox 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>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:PostCitiesNamed.png&amp;diff=14085</id>
		<title>File:PostCitiesNamed.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:PostCitiesNamed.png&amp;diff=14085"/>
		<updated>2020-02-16T18:53:10Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: Senpai Jackboot uploaded a new version of File:PostCitiesNamed.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An updated map of moghes with the cities named.&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=14084</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=14084"/>
		<updated>2020-02-16T18:51:22Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Tul (Tusk) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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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. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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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;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
[[File:MoghesBiomes- Copy.png|thumb|A map of pre-War Moghes with the biomes defined. Moghes had varied ecosystems that were lost due to the atomic war.]]&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it. It has a super-majority of Sk&#039;akh faithful and is the heartland of the faith.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid &#039;&#039;&#039;Lord Ki&#039;mokiz&#039;&#039;&#039;. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
&lt;br /&gt;
=== The Broken Coalition ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
&lt;br /&gt;
== The Wasteland Regions ==&lt;br /&gt;
&lt;br /&gt;
There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:MoghesBiomes-_Copy.png&amp;diff=14083</id>
		<title>File:MoghesBiomes- Copy.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:MoghesBiomes-_Copy.png&amp;diff=14083"/>
		<updated>2020-02-16T18:50:03Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14058</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14058"/>
		<updated>2020-02-09T02:51:41Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Queendom of Szek’Hakh */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Autakh Subspecies Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&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 games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is 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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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
[[File:PostContactRegions.png|thumb|Major regions of Moghes. 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, terraforming efforts began to expand these green oasis&#039;.]]&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house. The matriarch 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.&lt;br /&gt;
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For the Kingdom, 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.&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. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation, the assassin was foiled and publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his traveling flock to rest in secret when they pass through her settlement. For the same, she does not tolerate the cult of the [[Aut&#039;akh]], and her people ruthlessly hunt down their unaugmented proselytizers.&lt;br /&gt;
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== Feudalism and Society ==&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 eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established 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. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&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 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&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;
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.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. 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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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
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In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
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Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;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;
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Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
&lt;br /&gt;
{{Navbox 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>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14057</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=14057"/>
		<updated>2020-02-09T02:21:11Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Feudalism and Society */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Autakh Subspecies Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&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 games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is 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;
[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
[[File:PostContactRegions.png|thumb|Major regions of Moghes. 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, terraforming efforts began to expand these green oasis&#039;.]]&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
===Hegemonic Colonies===&lt;br /&gt;
&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house.&lt;br /&gt;
&lt;br /&gt;
For the Kingdom, 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.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. With almost all of the men dead and the once fertile lands become a barren Wasteland, the matriarch 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.&lt;br /&gt;
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Eventually Szek’Hakh consolidated control of her clan and the settlement. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation the assassin was foiled an publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his travelling 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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== Feudalism and Society ==&lt;br /&gt;
&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established 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. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&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 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&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;
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.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
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==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;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;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
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===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox 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>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=14010</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=14010"/>
		<updated>2020-01-25T05:53:40Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Southlands */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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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. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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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;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
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Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it. It has a super-majority of Sk&#039;akh faithful and is the heartland of the faith.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid &#039;&#039;&#039;Lord Ki&#039;mokiz&#039;&#039;&#039;. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
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There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13987</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13987"/>
		<updated>2020-01-19T23:41:01Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Untouched Lands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
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A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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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. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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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;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
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Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
&lt;br /&gt;
The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it. It has a super-majority of Sk&#039;akh faithful and is the heartland of the faith.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid Lord Ki&#039;mokiz. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
&lt;br /&gt;
There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13986</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13986"/>
		<updated>2020-01-19T23:40:41Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Untouched Lands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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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. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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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;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
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Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
&lt;br /&gt;
The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid Lord Ki&#039;mokiz. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
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There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13985</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13985"/>
		<updated>2020-01-19T23:40:29Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Untouched Lands */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
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A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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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. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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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;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
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Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal &#039;&#039;&#039;Trikzara Sirax&#039;&#039;&#039;, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. &lt;br /&gt;
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The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. &lt;br /&gt;
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Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it.&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid Lord Ki&#039;mokiz. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
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There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13984</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13984"/>
		<updated>2020-01-19T23:40:13Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
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A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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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. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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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;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
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Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid Lord Ki&#039;mokiz. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
&lt;br /&gt;
== The Wasteland Regions ==&lt;br /&gt;
&lt;br /&gt;
There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13983</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13983"/>
		<updated>2020-01-19T23:39:52Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Notable Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
&lt;br /&gt;
==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
&lt;br /&gt;
=== Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skalamar&#039;&#039;&#039;, ruled by the brash and loyal Trikzara Sirax, brother to Clanmother Izwesk, is the capital of the Hegemony. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. &lt;br /&gt;
The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. &lt;br /&gt;
&lt;br /&gt;
Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it.&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
&lt;br /&gt;
====The Wasteland====&lt;br /&gt;
The Wasteland suffers from extreme fluctuations from the standard seasons. The Wasteland typically has average temperatures of 40 - 48°C near the equator with the highest recorded temperature being 52°C during Versakh, and these record temperatures plummet to -56.7 - 0°C in the northern and southern hemispheres. The majority of the Wasteland near the equator remains near 0 - 10°C during Kasavakh and rarely goes above freezing during Travakh, remaining near -12°C at average. Due to a lack of vegetation or topsoil the Wasteland also suffers from massive sandstorms. Wind speeds typically reach 92 km/h (57 mp/h). Unathi can only survive in temperatures -10°C to 42°C without suffering damage, which makes the Wasteland incredibly difficult to survive without specialized equipment.&lt;br /&gt;
&lt;br /&gt;
==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
&lt;br /&gt;
Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15- to 25 miles before needing to stop.&lt;br /&gt;
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===Hegeranzi (Warmount)===&lt;br /&gt;
&lt;br /&gt;
Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
&lt;br /&gt;
===Tul (Tusk)===&lt;br /&gt;
&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. 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;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
&lt;br /&gt;
The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
&lt;br /&gt;
=== The Th&#039;akh Heartland ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid Lord Ki&#039;mokiz. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
&lt;br /&gt;
=== The Broken Coalition ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
&lt;br /&gt;
== The Wasteland Regions ==&lt;br /&gt;
&lt;br /&gt;
There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13982</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13982"/>
		<updated>2020-01-19T23:38:54Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
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[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
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After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
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Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
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To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
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==Heads of Staff==&lt;br /&gt;
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Unathi can be the following Heads of Staff:&lt;br /&gt;
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* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
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== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
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=== Autakh Subspecies Mechanics ===&lt;br /&gt;
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*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
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== Biology ==&lt;br /&gt;
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Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
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Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
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The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
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Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
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[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
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===Physical Appearance===&lt;br /&gt;
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The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
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The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
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Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
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Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
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Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
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Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
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[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
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The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
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==Social==&lt;br /&gt;
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=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
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Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
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For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
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Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
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Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
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===Emotional Displays===&lt;br /&gt;
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Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
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Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
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While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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====  Sinta&#039;Azaziba ====&lt;br /&gt;
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A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
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Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
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It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
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The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
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===Women===&lt;br /&gt;
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Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
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Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
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Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
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&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is 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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[[File:IzweskiFamily2.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
[[File:PostContactRegions.png|thumb|Major regions of Moghes. 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, terraforming efforts began to expand these green oasis&#039;.]]&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house.&lt;br /&gt;
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For the Kingdom, 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.&lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. With almost all of the men dead and the once fertile lands become a barren Wasteland, the matriarch 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.&lt;br /&gt;
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Eventually Szek’Hakh consolidated control of her clan and the settlement. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation the assassin was foiled an publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his travelling 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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== Feudalism and Society ==&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 eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. 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. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&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 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
&lt;br /&gt;
Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&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;
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.&lt;br /&gt;
&lt;br /&gt;
Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
&lt;br /&gt;
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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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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 Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
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===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox 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>Senpai Jackboot</name></author>
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		<updated>2020-01-19T23:38:22Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: &lt;/p&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13978</id>
		<title>Moghes</title>
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		<updated>2020-01-18T20:26:49Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Untouched Lands */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Skalamar&#039;&#039;&#039; is the capital of the Hegemony, and is under the Lordship of the Izweski themselves. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. &lt;br /&gt;
The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. &lt;br /&gt;
&lt;br /&gt;
Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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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;
&lt;br /&gt;
==Flora and Fauna==&lt;br /&gt;
Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
&lt;br /&gt;
Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15- to 25 miles before needing to stop.&lt;br /&gt;
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===Hegeranzi (Warmount)===&lt;br /&gt;
&lt;br /&gt;
Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
&lt;br /&gt;
Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
&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;
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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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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
&lt;br /&gt;
The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Karkartus Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Karkartus. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
=== The Southlands ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid Lord Ki&#039;mokiz. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
&lt;br /&gt;
=== The Broken Coalition ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
&lt;br /&gt;
There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13976</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13976"/>
		<updated>2020-01-18T19:21:41Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Wasteland Regions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Skalamar&#039;&#039;&#039; is the capital of the Hegemony, and is under the Lordship of the Izweski themselves. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. &lt;br /&gt;
The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. &lt;br /&gt;
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Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it.&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
&lt;br /&gt;
A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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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. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
&lt;br /&gt;
Threshbeasts are tall, hoofed salamander-like creatures that stand at 8-10 feet tall on average and walk on four legs. They have colorful bodies with a tough, leathery hide that acts as a natural defense against predators. They have two eyes and slitted nostrils. They are herbivores and naturally graze. Their speed and herd mentality made them one of the first large animals to be domesticated by Unathi. Threshbeasts were used as a way to travel very quickly over vast distances, as the animals have incredibly high stamina and can run 30 - 42 miles per hour over 15- to 25 miles before needing to stop.&lt;br /&gt;
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===Hegeranzi (Warmount)===&lt;br /&gt;
&lt;br /&gt;
Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
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Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
&lt;br /&gt;
The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Zalakar Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Zalakar. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh majority.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid Lord Ki&#039;mokiz. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
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There are still stubborn hold-outs that resist the Izweski Hegemony or otherwise avoid their subjugation. These are the last remnants of the old kingdoms that were shattered by the [[Contact War]] and now make their future in [[The Wasteland]]&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13975</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13975"/>
		<updated>2020-01-18T19:19:44Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Skalamar&#039;&#039;&#039; is the capital of the Hegemony, and is under the Lordship of the Izweski themselves. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. &lt;br /&gt;
The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. &lt;br /&gt;
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Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it.&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
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A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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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. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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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;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
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Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Zalakar Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Zalakar. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh majority.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid Lord Ki&#039;mokiz. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
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=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
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*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
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*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
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*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
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=== The Broken Coalition ===&lt;br /&gt;
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*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
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*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
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== The Wasteland Regions ==&lt;br /&gt;
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TBA.&lt;br /&gt;
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[[Category:Planets and Systems]]&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13974</id>
		<title>Moghes</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghes&amp;diff=13974"/>
		<updated>2020-01-18T19:18:20Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Flora and Fauna */ cities list, need to add a picture to this textwall to make it look nicer&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
Moghes, which is the third planet from the Uueoa-Esa star, is the home planet of the [[Unathi]]. Before the Contact War Moghes enjoyed a complex ecosystem similar to Earth. Currently Moghes is suffering extensively from rapid and catastrophic desertification across the majority of its surface due to radioactive fallout destroying the complex ecosystems. Moghes is one of two habitable planets in the system, the second being [[Ouerea]]. Moghes was discovered in 2433 by a [[Sol Alliance]] funded expedition. &lt;br /&gt;
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==Geography and Climate==&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes, with cities and the Wasteland labelled.]]&lt;br /&gt;
Before the Contact War most of Moghes surface was an earth-like with a variety of biomes. Most of the surface was dominated by grasslands, temperate forests, extremely large chaparrals, and a desert north of the mountains of the Moghresian Sea. Alpine forests are found in most mountains. Due to the large flat surfaces that make up Moghes most of the planet experienced roughly the same variations in climate across the planet. &lt;br /&gt;
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=== Notable Locations ===&lt;br /&gt;
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&#039;&#039;&#039;Skalamar&#039;&#039;&#039; is the capital of the Hegemony, and is under the Lordship of the Izweski themselves. It is the most populated city on Moghes, with large marble and concrete walls that continue to expand and be reinforced as the cities boundaries grow. The city is overpopulated and dangerous, often working the City Watch members through the night. Around Skalamar are large slums, and the gates of the city are constantly being hassled by migrants from the Wastelands that wish to come in. There are, however, safe alcoves in the central Gold District, where noblemen and the wealthy live in a walled off community guarded by mercenaries of all species. &lt;br /&gt;
The Izweski, however, have their keep on the tallest and most central point of the city. This keep is securely guarded, and walled off on all sides except the main entrance on a central street. &lt;br /&gt;
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Skalamar also houses the central religious center for the Sk&#039;akh faith, the Third Scept of Sk&#039;akh. The Second Sept was destroyed in the war, and the Third Sept was constructed from its rubble to replace it.&lt;br /&gt;
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&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is a booming coastal trade city, filled with corruption.&lt;br /&gt;
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&#039;&#039;&#039;Camp Integrity&#039;&#039;&#039; is much like a wild west frontier town. It&#039;s a star-shaped fort with a central tower, with a single large starport in the center. Originally constructed by the Izweski during the war, the fort has been surrounded by terraforming equipment and giant tent-cities. The only source of food comes from the shuttles that arrive to the fort, and so there is constant unrest in the marketplace, with brawls sparking whenever someone says they need the food more - for a dying family member, a child, or just to survive. The local levy gets exclusive first dibs on food supplies, but are still rationed and kept hungry simply out of necessity.&lt;br /&gt;
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&#039;&#039;&#039;Mudki&#039;&#039;&#039; is a very traditional mountain city, with ancient buildings, although it has been recently falling into disarray and mis-maintenance. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling. &lt;br /&gt;
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&#039;&#039;&#039;The Outposts&#039;&#039;&#039; were small enclaves that survived the encroaching Wasteland and never faced direct hits by atomic weapons. Typically they were fresh bodies of water that were the only things keeping the surrounding plant life alive. Their current state on the map is a massive expansion of their former size; starting in 2460 the Hegemony began terraforming efforts using these locations as starting points. Their efforts initially made rapid gains, leading them to their current size. But the intense investment of complex equipment and trained personnel, combined with the incredible harshness of the Wasteland, has lead to diminishing returns and the Outposts have otherwise stagnated in their growth.&lt;br /&gt;
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===Year and Seasons===&lt;br /&gt;
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A year on Moghes is 360 days divided into 15 months with 24 days each. There are three conventional seasons on Moghes, revolving around the average global changes in climate throughout the year.&lt;br /&gt;
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&#039;&#039;&#039;Versakh&#039;&#039;&#039; is the first season. It lasts 5  months and is typically marked with warm, wet weather and an average global temperature of 40°C. Versakh is typically a time of rejuvenation and relaxation. During Versakh it&#039;s completely acceptable for Unathi to take time off of work during the afternoon when the temperature is the hottest in order to nap or bask in the sun. This also marks the beginning of the typical hunting season.&lt;br /&gt;
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&#039;&#039;&#039;Kasavakh&#039;&#039;&#039; is the second season. It lasts 5 months and usually brings cooler, drier weather with average global temperatures around 35°C. Kasavakh is regarded as a time of productivity and bounty. Kasavakh is typically the busiest time of the year for Unathi. During hot days Unathi are still permitted to take time off in the afternoons but doing it too much during Kasavakh makes them appear lazy.&lt;br /&gt;
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&#039;&#039;&#039;Travakh&#039;&#039;&#039; is the third season which lasts 5 months and marks the end of a calendar year. It is the driest time of the year for most of Moghes, with temperatures dropping to an average of 20°C until the beginning of Versakh. Travakh is regarded as a time of rest and contemplation. Holidays during the months of Travakh tend to focus on honoring and celebrating the family, both past and present, and tend to be in-door affairs. Outdoor activities tend to lull during this period, which is when animal populations used as prey by Unathi hunters can recover for the arrival of Versakh&#039;s hunting seasons.&lt;br /&gt;
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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. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Despite this, some plants and animals have retained their presence on Moghes.&lt;br /&gt;
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[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
===Azkrazal (Threshbeast)===&lt;br /&gt;
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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;
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Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with a thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for: a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi take a long time to grow physically and emotionally. They reach the majority of their size by age 16, but often continue to grow in size and weight until they&#039;re about 20 years old. Because of the investment in time and resources to raise a Hegeranzi they are rarely butchered or used outside of battle. When they die traditionally their bones are harvested and turned into jewelry or ceremonial armor, though this practice has waned in modern times.&lt;br /&gt;
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===Tul (Tusk)===&lt;br /&gt;
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Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each feet and the strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long, pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulderblades.&lt;br /&gt;
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They have a long flat tongue they use for feeding. Tul are commonly poached for their tusks which can be used in various luxuries, from jewelry, to cutlery, to pieces of ornamental weaponry. Hunting Tuls requires personal permission from the Lord of the land, and the honor is almost exclusively reserved for the landed elite. Common Unathi found poaching Tul&#039;s or illegally trading the tusks are often given harsh prison sentences.&lt;br /&gt;
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Owning these animals is reserved for only the richest clans due to how tightly they are controlled. They are sometimes brought out for large events by Lords to impress guests and visitors. Sometimes they can be found wandering the private gardens of the wealthy.&lt;br /&gt;
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The tul also have a few small myths surrounding them. According to some regional cultures, the tul cultivated the forests before the Sinta could walk on two feet, whereas some say they were responsible for raising the sun - sticking their long tusks into the ether and pulling it back up into the sky. Some of the oldest clans will have a tul displayed as the clan&#039;s insignia.&lt;br /&gt;
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== The Hegemonic Cities and their Fiefs ==&lt;br /&gt;
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The major cities on the map are not conventional municipalities like in other factions. Instead, they are the capital of their Lords fiefdom, with their influence stretching out around the city. This fiefdom is then divided between Clan-Lords that in turn rule even smaller segments of the land on behalf of the Lord. Feudalism leaves the idea of concrete borders as a nebulous concept, and a Lords rule extends only as far as his vassals allow it. This means that drawing lines on a map to define the fiefdoms that these cities are the capital of can never be accurate. Therefore the borders between these Lords are vague and there are often disputes and even small scale conflicts erupting between them.&lt;br /&gt;
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=== The Th&#039;akh Heartland ===&lt;br /&gt;
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*&#039;&#039;&#039;Kutah&#039;&#039;&#039; is the capital of a mountainous region ruled by the boastful but caring &#039;&#039;&#039;Lord Hutay&#039;zai&#039;&#039;&#039;. He is one of the only members of the Hegemony nobility that is also Th&#039;akh, and this is in part due to his city only becoming part of the Hegemony following the Contact War. The city once supported a series of Akhanzi temples in the mountains but these were unceremoniously destroyed in the Iron Crusade by the Maraziites. Now the city is primarily known for its valuable resources in the mountains that are sought after by eager mining guilds. The city is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Tzonia&#039;&#039;&#039; is ruled by the thoughtful but absent-minded &#039;&#039;&#039;Lord Ozmakali&#039;&#039;&#039;. Its reach extends over the entire Tza Sea and the Tza Valley, and despite the city being a quiet, idyllic settlement it has had to repel incursions from over the mountains by Kutah and Ura&#039;Mastyx several times in its history. It is known to be secluded and almost detached from the wider world, focusing on inward perfection. This was disrupted during the Iron Crusade, but the city has recovered and has strived to maintain the peace within its valley. It is majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Derhai&#039;&#039;&#039; was a city of just over a hundred thousand ruled by the now-exiled devout but fickle &#039;&#039;&#039;Lord Mga&#039;za&#039;&#039;&#039; that was deeply tied to the Akhanzi temple complexes around and within the settlement. It was attacked by the Maraziites during the Iron Crusade and saw fighting in its streets. When the temples were destroyed and the shamans fled the city quickly became depopulated as its people left. The settlement is now abandoned and is known only for the ruins of what was once its grand and prestigious temples. It was majority Th&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Ura&#039;Mastyx&#039;&#039;&#039; is a large walled city ruled by the ambitious but cautious &#039;&#039;&#039;Lord Orezali&#039;&#039;&#039; heavily dominated by competitive fishing guilds due to its remarkably abundant waters. It has had a long history of feuding over overlapping fishing claims with its southern neighbor and rival To&#039;ha&#039;dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th&#039;akh than Sk&#039;akh population.&lt;br /&gt;
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=== The Untouched Lands ===&lt;br /&gt;
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*&#039;&#039;&#039;To&#039;ha&#039;dat&#039;&#039;&#039; is a sprawling city ruled by the cruel but humble &#039;&#039;&#039;Lord Huz Yizarus&#039;&#039;&#039;. It has vast and interconnected walls and defenses both modern and ancient. It has long been considered the shield of Skalamar from any invader that comes from the north, and its levy is larger than most other regions. It is also heavily industrialized and exports the largest volume of consumer goods from its industrial guilds. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Imas&#039;hi&#039;&#039;&#039; is ruled by the greedy and populist &#039;&#039;&#039;Lady-Regent Amz’izi Kiae&#039;&#039;&#039;, who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city&#039;s ancient banking guilds, with their huge, gold plated bank buildings and estates, suffer under her tax burden. The city sits near huge marble deposits and so it appears extremely wealthy, with even the airports heavily relying on marble in their architecture. The city is also on the busiest road from the Wasteland which caused its population to double from 3 million to 6 million in just over 5 years, leading to overpopulation and squalor outside the wealthy districts. The city is no longer Sk&#039;akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk&#039;akh, Th&#039;akh, and Si&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;S&#039;th&#039;&#039;&#039; is ruled by the corrupt and merciful &#039;&#039;&#039;Lord Karkartus&#039;&#039;&#039;. It’s a booming coastal trade city filled with corruption. It has a long history of fighting vicious wars with its neighbor Baandr. After Baandr’s forces were devastated in the Contact War, S’th used its own weathered forces to seize much of Baandr’s former holdings. Now, these claims are being squandered as the wealth coming in from the countryside goes directly into the hands of the Zalakar Clan and the guilds that form their lackeys. Advancement in the city is almost impossible without bribery or paying service to the Zalakar. The city is majority Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Baandr&#039;&#039;&#039; is ruled by the reclusive and easily overwhelmed &#039;&#039;&#039;Lord Mizaruz Gri&#039;zan&#039;&#039;&#039;. The city is a stronghold of the Sk&#039;akh faithful and boasts a large contingent of Maraziites who have all but overtaken the City Watch in crime and punishment. The city is known for its peculiar vines that cover almost every building. During Versakh they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk&#039;akh majority.&lt;br /&gt;
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=== The Southlands ===&lt;br /&gt;
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*&#039;&#039;&#039;Teht&#039;&#039;&#039; is ruled by the intelligent and timid &#039;&#039;&#039;Lord Eizde&#039;&#039;&#039;. It is known for its extensive fishing guilds. The city once boasted over 7 million citizens but the slowly approaching Wastes ruins more of the once lush countryside and has caused a large exodus of its population. In current times it has a mere 4 million inhabitants and has been deeply struggling with violence, shortages, and an exploding refugee population. The city is equally split between Th&#039;akh and Si&#039;akh, with Sk&#039;akh becoming a slight minority.&lt;br /&gt;
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*&#039;&#039;&#039;Razir&#039;&#039;&#039; is ruled by the just but paranoid Lord Ki&#039;mokiz. It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki&#039;mokiz colors of green and purple. It narrowly avoided atomic destruction but the countryside was not so lucky, leading to a surge in refugees fleeing their dying lands. It has a long history of conflict with its southern neighbor Jaz&#039;zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si&#039;akh and Sk&#039;akh.&lt;br /&gt;
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*&#039;&#039;&#039;Jaz&#039;zirt&#039;&#039;&#039; is ruled by the bold and self-important warrior-poet &#039;&#039;&#039;Lord Miazo&#039;&#039;&#039;, a renowned romantic who fought in the Contact War and caused a Traditionalist Lord to defect to the Hegemony with a love poem. The city is heavily industrialized and its Guilds are often churning out heavy industrial equipment or other plasteel based products. While the sprawling factories bring the city wealth they also bring an upending of the feudal order as peasants become industrial workers, leading to instability in the region. The city has had a long series of wars with its northern neighbor Razir before atomic bombs ruined the lands they were fighting over. The city is split with Si&#039;akh and Th&#039;akh combined slightly outnumbering Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
=== The Oasis&#039; of the Wasteland ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Bahard&#039;&#039;&#039; is ruled by the mystical and withdrawn &#039;&#039;&#039;Lord Korhar&#039;&#039;&#039;. The entire region around it was buried under the Wasteland and now the sand piles up to the walls themselves, making travel in and out difficult. Mostly depopulated and despondent, the former trading hub is now a shell of its former self. It is sustained only by the large underground aquifer that provides water to the city. The city is not expected to last the decade unless terraforming efforts save it in time. It is majority Sk&#039;akh but has a growing Si&#039;akh minority.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Res&#039;karum&#039;&#039;&#039; is ruled by the arrogant but merciful &#039;&#039;&#039;Lord Yu’zath&#039;&#039;&#039;. It&#039;s situated at a high altitude against a sheer cliff drop of over a hundred feet. A river divides the city with a roaring waterfall attracting visitors. The city was spared from atomic hellfire only by the plane carrying the bomb meant for it crashing into the side of a mountain without its payload detonating. Now it is known as a rare respite for those traveling the Wasteland. Si&#039;akh recently became a majority in the city and this has caused considerable tension.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mudki&#039;&#039;&#039; is ruled by the debonair and envious &#039;&#039;&#039;Lord Yi&#039;malza&#039;&#039;&#039;. He killed his younger brother Kirazi in a duel to defend his own claim. While male he is within a female body. The city is surrounded by the Wasteland but it has absorbed the climate catastrophe by its resilient industry. Its factories are supplied by their own diverse mineral deposits and refineries. Its only struggles are the import of fish and other food, with Yi&#039;malza constantly fighting off Gawgaryn raiders with its increasingly diminishing levy. With the deaths or imprisonments of almost all the local shamans, the temples and walls that require constant maintenance have already begun crumbling.  The city is majority Th’akh with a sizable Si’akh minority.&lt;br /&gt;
&lt;br /&gt;
=== The Broken Coalition ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Sahltyr&#039;&#039;&#039; is ruled by the honest but faithless &#039;&#039;&#039;Lord Zirak&#039;&#039;&#039;. His clan&#039;s rule is only 30 years old, having been installed after the former Traditionalist leaders were deposed. He has heavily pushed Izweski style modernization on the unhappy region while dealing with Gawgaryn raids. The city is almost farcical in the sheer disparity in it; one block can have modernized apartments and 25th-century technology whereas on the other side of the intersection there are ancient stone houses with thatch roofs. The once idyllic great lake of Sahl has been contaminated by atomic fallout which has lead to frequent famine and unrest in the city. The city is majority Th&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Darakath&#039;&#039;&#039; is ruled by the high-minded and demanding &#039;&#039;&#039;Lord Razkara Gwarlza&#039;&#039;&#039;. It was once the greatest city and capital of the Azarak Kingdom, the main rival of the Izweski Hegemony and leader of the Traditionalist Coalition. Its vast imperial architecture and wide, meticulously planned districts were sacked as the city was put to the sword by the vengeful Izweski at the dramatic end of the Contact War in what many consider either an abhorrent slaughter or rightful vengeance. Being installed to rule before the flames were put out Gwarlza has tried to make true on ambitious plans to return Darakath to its former glory. Its population of 2 million has plummeted to 150,000 and it faces significant struggles in rebounding, with a quarter of the city still in ruins. The city is majority Th’akh.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Janvir&#039;&#039;&#039; is the southernmost city on Moghes ruled by the bizarre and generous &#039;&#039;&#039;Lord Yu&#039;zrai&#039;&#039;&#039; who was installed after the Contact War. With chilly temperatures during Versakh and outright freezing temperatures at Travakh for Unathi, the city is an unlikely metropolis. It was founded permanently in the 19th century when simple electric heaters came into use. The city&#039;s fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za&#039;aith and are renowned for their taste. While it has 800,000 residents within its walls most of the city is built out of stone and wood. Life is slow in this city as the cold weather literally slows Unathi down. With all its residents heavily bundled up nearly all year round the Unathi of this region have developed a much more winter-themed fashion sense. Differentiating walking bundles of jackets and cloaks are bright feathers of local hawks arranged in elaborate patterns on bone headdresses. Local women hold to a tradition going back to the city&#039;s founding of attaching small bells and chimes to their headdresses to make music in the wind or as they move. The city is majority Th’akh.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13973</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13973"/>
		<updated>2020-01-18T07:34:42Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Women */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Autakh Subspecies Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&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 games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While Unathi are a deeply patriarchal species and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is 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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[[File:IzweskiFamily.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
[[File:PostContactRegions.png|thumb|Major regions of Moghes. 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, terraforming efforts began to expand these green oasis&#039;.]]&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house.&lt;br /&gt;
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For the Kingdom, 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.&lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. With almost all of the men dead and the once fertile lands become a barren Wasteland, the matriarch 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.&lt;br /&gt;
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Eventually Szek’Hakh consolidated control of her clan and the settlement. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation the assassin was foiled an publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his travelling 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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== Feudalism and Society ==&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 eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. 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. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&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 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&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;
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.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&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 directly. 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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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
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In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
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On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
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Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
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Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;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;
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Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
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===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox Unathi Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13972</id>
		<title>Unathi</title>
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		<updated>2020-01-18T07:34:10Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Women */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Autakh Subspecies Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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==== The Zandiziite Games ====&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 games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
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===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
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Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;While Unathi are a deeply patriarchical society and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.&#039;&#039;&#039; Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
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== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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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;
&lt;br /&gt;
[[File:IzweskiFamily.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
[[File:PostContactRegions.png|thumb|Major regions of Moghes. 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, terraforming efforts began to expand these green oasis&#039;.]]&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
===Hegemonic Colonies===&lt;br /&gt;
&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house.&lt;br /&gt;
&lt;br /&gt;
For the Kingdom, 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.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. With almost all of the men dead and the once fertile lands become a barren Wasteland, the matriarch 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.&lt;br /&gt;
&lt;br /&gt;
Eventually Szek’Hakh consolidated control of her clan and the settlement. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation the assassin was foiled an publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his travelling 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;
== Feudalism and Society ==&lt;br /&gt;
&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract 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;
&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
&lt;br /&gt;
Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&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;
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.&lt;br /&gt;
&lt;br /&gt;
Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
&lt;br /&gt;
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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox 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>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13971</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13971"/>
		<updated>2020-01-18T07:31:51Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Autakh Subspecies Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&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 games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
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===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
&lt;br /&gt;
**While Unathi are a deeply patriarchical society and this can lead to problematic behavior on-station, it&#039;s important to respect the player even if you are disrespecting the character.** Make sure that you are acting in good faith and do your best to ensure the other player is also enjoying the encounter whenever possible.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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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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[[File:IzweskiFamily.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
[[File:PostContactRegions.png|thumb|Major regions of Moghes. 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, terraforming efforts began to expand these green oasis&#039;.]]&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
===Hegemonic Colonies===&lt;br /&gt;
&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house.&lt;br /&gt;
&lt;br /&gt;
For the Kingdom, 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.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. With almost all of the men dead and the once fertile lands become a barren Wasteland, the matriarch 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.&lt;br /&gt;
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Eventually Szek’Hakh consolidated control of her clan and the settlement. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation the assassin was foiled an publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his travelling 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;
== Feudalism and Society ==&lt;br /&gt;
&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract 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;
&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&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 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
&lt;br /&gt;
Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&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;
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.&lt;br /&gt;
&lt;br /&gt;
Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
&lt;br /&gt;
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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox 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>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13969</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13969"/>
		<updated>2020-01-18T03:56:14Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Autakh Subspecies Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
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A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
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Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
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It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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==== The Zandiziite Games ====&lt;br /&gt;
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An ancient sport that got its start on Moghes, this sport is best described as a mixture of olympic games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
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[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
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While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
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The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
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===Women===&lt;br /&gt;
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Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
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Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
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Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
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== Religion == &lt;br /&gt;
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While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
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[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is 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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[[File:IzweskiFamily.png|thumb|The immediate members of the royal family.]]&lt;br /&gt;
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After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
[[File:PostContactRegions.png|thumb|Major regions of Moghes. 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, terraforming efforts began to expand these green oasis&#039;.]]&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house.&lt;br /&gt;
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For the Kingdom, 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.&lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. With almost all of the men dead and the once fertile lands become a barren Wasteland, the matriarch 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.&lt;br /&gt;
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Eventually Szek’Hakh consolidated control of her clan and the settlement. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation the assassin was foiled an publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his travelling 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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== Feudalism and Society ==&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 eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. 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. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&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 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&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;
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.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&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 directly. 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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=== Guild Rankings ===&lt;br /&gt;
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&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
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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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
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A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
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==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
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===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
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Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
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&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;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;
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Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
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===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13963</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13963"/>
		<updated>2020-01-12T03:47:01Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Not&amp;#039;zar Izweski */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
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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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Kaxedun 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 Kaxedun 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 Kaxedun. This set Kaxedun 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, Kaxedun 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;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
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Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
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===Shizarsa Ksi&#039;ka===&lt;br /&gt;
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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;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
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== Contemporary ==&lt;br /&gt;
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=== Vuthix Akhandi ===&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]]&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
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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;
&lt;br /&gt;
=== Not&#039;zar Izweski ===&lt;br /&gt;
&lt;br /&gt;
[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
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At 22 as of 2460, Not&#039;zar is the second oldest child to the Hegemon and his First Wife. He become the new Heir to the Hegemony after the death of his brother in a shuttle crash in may of 2458. Not&#039;zar Izweski chose to seek an education in Sinta&#039;studies (Unathi Humanities) and pursued a bachelors in Sinta&#039;Philosophy in the University of S&#039;th before his duties as Lord-Regent forced him to suspend his studies. &lt;br /&gt;
&lt;br /&gt;
As an infant he was struck with The Rot, a deadly viral infection passed from breeds of Moghean birds that almost claimed his life as an infant. The next 5 years were spent on a hospital bed as a sickly child barely clinging to life. The Rot causes Unathi scales and even the rest of the hide to rot and fall off, leaving open wounds and necrotic tissue while it also harms muscle growth while weakening tendons. Every day specialized surgeons had to remove more and more infected tissue to contain the spread of the Rot. &lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar survived the disease and spent his entire childhood in physical rehabilitation. He was unable to stand at all, and his condition was an open secret - the Hegemon S’kresti refused to let Not&#039;Zar socialize with anyone outside the castle courtiers. S’kresti was deeply ashamed at having a crippled son. When Not&#039;Zar was 13 he told his father than he wanted to stop rehabilitation because it wasn&#039;t working and he was still unable to walk. S’kresti dramatically pulled him out of his wheelchair and dangled Not&#039;zar out a castle window, telling Not&#039;Zar that if he ended the rehabilitation then he wouldn&#039;t have a cripple for a son. The incident made a fearful Not&#039;Zar continue the rehabilitation, and after years of more grueling rehabilitation he was able to walk once more when he was 15.&lt;br /&gt;
&lt;br /&gt;
While he was able to keep all of his limbs and regained the ability to walk with assistance from his cane, it&#039;s believed that his continued physical weaknesses from muscle damage and general weakness leave him unable to meet the standards of physical fitness to join the military and military academies that are traditional for Izweski to graduate. In addition, he is constantly battling aches from the weaknesses in his muscles and bones, needing oxycodone to get through a typical day.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar Izweski is extensively traveled, entering the core of human space for the first time when he was 16. Many close to the young Prince have said he indulges heavily in human and skrell cultures. In his Creative Writing Workshop at the university he created several illustrated fantasy stories which were popular with the human expats studying abroad on Moghes, which include &amp;quot;Mecha Battle on Luna&#039;s Torment&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
His true potential wasn&#039;t fully realized until the fateful events of May 6th, 2458. On that day his brother Yakt and his wife died in a shuttle crash. During the funeral Not&#039;Zar&#039;s father became inconsolable and eventually fell into a deep depression culminating into a coma. Legally Not&#039;Zar was now the heir, but a brother in-law, S&#039;linzar, quickly seized the moment and declared himself the Lord-Regent before Not&#039;Zar could seek his claim.&lt;br /&gt;
&lt;br /&gt;
The succession crisis split the Hegemony down the middle and Not&#039;Zar quickly had to maneuver the dangerous political climate. Not&#039;Zar had his immediate family quietly flee Moghes. Not&#039;Zar spent the rest of May navigating court intrigue and rallying support for his claim. He managed to retain an alliance with Lord-Admiral Trazarial Yizarus. Yizarus had the unique strength of commanding the HMV Cataclysm of the 1st Fleet; the most powerful warship in the Hegemony. Ickza attempted to purge the government of Not&#039;Zar loyalists but was unable to drive a wedge between the stubborn Trazarial despite declaring Trazarial a traitor and seizing all his assets on Moghes. These events lead to a dramatic stand-off in orbit of Moghes, as the loyalist 1st Fleet stared down the 2nd Fleet, commanded by Yizarus&#039; brother Azikyui.&lt;br /&gt;
&lt;br /&gt;
Through clever political posturing, Not&#039;Zar managed to hold onto his claims for long enough that he had secured enough allies to create a serious threat to the Ickza&#039;s power. Rather than risking a full blown civil war, Not&#039;Zar cleverly took advantage of S&#039;linzar&#039;s pride by calling him weak and challenging him to a duel. The proud S&#039;linzar agreed, and in a key mistake, allowed Not&#039;Zar to bring to battle &#039;whatever he could carry&#039;.&lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar took advantage of this by showing up to the duel in a combat mech before a large crowd of the Hegemony&#039;s most powerful nobles. The battle was short, with Not&#039;Zar draining S&#039;linzar&#039;s breacher suit and leaving his in-law helpless.&lt;br /&gt;
&lt;br /&gt;
S&#039;linzar surrendered and ceded his claims and titles, restoring the title of Lord-Regent to Not&#039;Zar.&lt;br /&gt;
&lt;br /&gt;
During his reign, Not&#039;Zar has shown an unwillingness to use force to resolve disputes. He is also openly critical of ancient Unathi customs and traditions, and his desire to trust in an inherent goodness in Unathi has made him come off as patronizing and naive. However, Not&#039;Zar is by no means as a coward. When the Maraziite Order besieged his family&#039;s personal castle in Skalamar, he stood firm and repelled several attempts by the inquisition to breach the gates. However, Not&#039;Zar&#039;s cool head prevailed as he forbade the city garrison from interfering, which he feared would have spilled out into open violence throughout the city.&lt;br /&gt;
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His negotiations with High Priest Unzi have directly lead to the Sk&#039;akh church being given legitimacy as a political force.&lt;br /&gt;
&lt;br /&gt;
Despite holding onto alliances with key supporters, Not&#039;Zar&#039;s position remains tenuous. The young nobleman is struggling to remain a moderate in a dangerous and polarized regime. He remains committed to giving Unathi a place in the galaxy and gain respect from the greater empires of the humans and skrell, but his moderate and progressive policies threaten to cause more instability and resentment from the nobility.&lt;br /&gt;
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=== Yizra Unzi ===&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
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Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
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The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
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Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
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The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
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The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
&lt;br /&gt;
So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
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Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
&lt;br /&gt;
For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
&lt;br /&gt;
The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
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=== Juzida Si&#039;akh ===&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;
&lt;br /&gt;
It was shortly after his 30th birthday in the spring of &#039;&#039;&#039;2439&#039;&#039;&#039; that the &#039;&#039;&#039;Contact War&#039;&#039;&#039; went nuclear. His village received no prior warning. Juzida was in the basement of his church taking inventory when the ground began to shake and there was a sudden, unearthly roar that knocked him flat and caused sections of the basement to cave in. Juzida quickly left and emerged from his basement to a hellish landscape of brimstone and devastation. His entire village was completely gone and it was as if nothing had ever been there. In the distance Juzida saw the rising mushroom cloud heralding the apocalypse. It was here that Juzida fell to his knees and received divine revelation as Sk&#039;akh spoke to him directly. Sk&#039;akh told Juzida that the Unathi species had become too sinful and corrupted by evil and that the missiles streaking through the sky were the bringers of Judgement Day. Sk&#039;akh told him that everyone that died within the new few hours from the fires of atomic bombs would be cleansed of sin and join her in the afterlife, while all those left behind would be abandoned as Sk&#039;akh wrote off the Unathi species and condemed them to forever reincarnate on Moghes, trapped on the hell that they had created for themselves. Sk&#039;akh finally warned Juzida that she would only consider saving the species if they proved their worth by rebuilding and purifying Moghes, and that Juzida would be the &#039;&#039;&#039;Final Prophet&#039;&#039;&#039; to represent Sinta&#039;Unathi and prove to Sk&#039;akh that the species was worth saving.&lt;br /&gt;
&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;
&lt;br /&gt;
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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== The Grim Compact ==&lt;br /&gt;
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=== Tizma Aihagi ===&lt;br /&gt;
&lt;br /&gt;
Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
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Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
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He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
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Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
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In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
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With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
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It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;Dread-Lady&#039;&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
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He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
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Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in &#039;&#039;&#039;2459&#039;&#039;&#039;, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to Yizilna defeating a Frontier Alliance fleet in the Battle of Yivari Prime, further driving Tizma’s burning envy.&lt;br /&gt;
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Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims, following the [[Star Code]] closely. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
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=== Yizilna Mo’hi ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yizilna Mo’hi&#039;&#039;&#039;, hatched as Zobari Mo’hi in &#039;&#039;&#039;2422&#039;&#039;&#039;, was raised by a minor Sk’akh Clan that operated a small unchartered fishing guild south of the now-abandoned city of &#039;&#039;&#039;Da’kath&#039;&#039;&#039;. As a hatchling she had an independent and rambunctious fire, constantly getting into scraps with other hatchlings. Her father immediately saw the potential of a warrior within them, and praised her efforts. However the then-Zobari insisted that they had no interest in wives or courtship, wanting only battle. Annoyed, her father insisted that Yizilna frequently meet with the local Sk’akh priest, of whom continued to press Yizilna to fulfill their duty to the clan. It was here that Yizilna first privately disclosed to him that she had a turmoil between her soul and the vessel of her body. When the priest began admonishing her for wanting to go off to battle as a woman, she falsely recanted, unwilling to lose the potential of glory.&lt;br /&gt;
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The growing chaos and tension across Moghes from the arrival of humanity had their father fear for the future of the Clan and so he wanted all of his sons to know how to fight. Yizilna was sent  to become an apprentice under &#039;&#039;&#039;Zoboz Tza&#039;&#039;&#039;, a warrior of renown who lived in &#039;&#039;&#039;Da’kath&#039;&#039;&#039;. Thus in &#039;&#039;&#039;2437&#039;&#039;&#039;, at &#039;&#039;&#039;15&#039;&#039;&#039;, they began training. After only a year, the [[Contact War]] broke out, and Tza took the young Yizilna with them to one of the many battles raging across Moghes.&lt;br /&gt;
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Zoboz insisted that Yizilna was not ready to fight when they came to their first battle, in a large farmland south-east of &#039;&#039;&#039;Bahard&#039;&#039;&#039;. Yizilnai was left to observe at one of the Coalition’s camps on a hill that overlooked the front line. She watched the Coalition levys, numbered in the tens of thousand, engage in battle. Hegemonic breacher suits fired with their exotic, alien laser weaponry during the Coalition charge, killing thousands as she just watched.&lt;br /&gt;
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Eagerness overtook her and she abandoned her post, she stole a Threshbeast and rushed to join the battle in simple steel armor. By the time she had reached the front line it had transformed into a brutal, desperate slog at close quarters. She picked up an energy halberd from a fallen Hegemonic warrior and joined the melee. Fighting well at first she was soon overwhelmed and was disarmed. She was saved from a finishing blow by Zobaz, who slew her attacker and reluctantly fought alongside her. The battle was ultimately a pyrrhic victory for the Coalition. Zobaz admitted that she fought well, but admonished her for disobeying him.&lt;br /&gt;
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Having taken a serious blow to her dominant arm, she was sent back to her Clan to coalesce until she could wield a weapon properly again. Filled with a new sense of pride and confidence after her first battle, she declared before her clan the true nature of her soul, and she abandoned her old name to take on &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Her clan, knowing she was sincere, immediately admonished her for entering into a man’s field of warrior-hood, and demanded that she abandon these pursuits to take on the role of a domestic servant to be prepared to be wed to a wealthier guild family. They took away her weapon and armor, and forbid her from leaving the grounds. She became angry and resentful, believing she more than proved herself. This resentment grew worse as she continued to hear news about the war, while she was trapped cooking and cleaning around the house.&lt;br /&gt;
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The sudden atomic hellfire that swept across Moghes came to her when the city of Da’kath was suddenly &#039;&#039;&#039;obliterated in the middle of the night by an atomic bomb&#039;&#039;&#039;, and her Clan was forced to flee, leaving nearly everything behind. They were one of the first to reach the &#039;&#039;&#039;Untouched Lands&#039;&#039;&#039; after a week of travel, and filtered through the confused and panicked Hegemonic patrols and guard stations to enter Skalamar proper, with several members being separated. With all of the fear that the entire world was facing an encroaching apocalypse they desperately sought passage on one of the many shuttles taking people off-world. At one of the Skalamar shuttleports Yizilna became separated from her Clan in a stampede that forced her into a departing shuttle with hundreds of other strangers.&lt;br /&gt;
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This shuttle was quickly poached in-system by one of the countless pirates that were taking advantage of the mass exodus, and all of the passengers were taken prisoner. Yizilna was forced into a servant role with other Unathi prisoners, forced to cater to their human captors. After a year of being held prisoner, on &#039;&#039;&#039;2440&#039;&#039;&#039; she staged a &#039;&#039;&#039;slave uprising&#039;&#039;&#039; with the other captors. This uprising was brutally put down, and in their anger the pirate crew took the surviving captives to the Malefaction and sold them all into servitude.&lt;br /&gt;
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Yizilna was purchased by one of the slavemasters of the &#039;&#039;&#039;Malefaction&#039;&#039;&#039; station and once again found herself performing menial duties. Here she endured her servitude for the next seven years. But she was determined to fight back, and spent this time secretly training and plotting with other slaves, engaging in small acts of sabotage and drilling them in forgotten maintenance tunnels using the few lessons she learned from Zobaz, and stolen textbooks on battle doctrine.&lt;br /&gt;
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On &#039;&#039;&#039;2447&#039;&#039;&#039;, at &#039;&#039;&#039;25&#039;&#039;&#039;, she staged a slave revolt on the station. This time it was successful. Yizilna had &#039;&#039;&#039;every slaver beheaded&#039;&#039;&#039;, then offered the rest of the pirates amnesty in exchange for serving her.&lt;br /&gt;
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Now in charge of a dilapidated retrofitted former space prison and a rag-tag fleet of freed slaves and intimidated pirates with questionable loyalty, Yizilna immediately declared to them all that the next goal was to take over the galaxy.&lt;br /&gt;
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On &#039;&#039;&#039;2452&#039;&#039;&#039; she had grown in infamy after revealing two retrofitted &#039;&#039;&#039;Hephaestus&#039;&#039;&#039; Promethean super-freighters in the Malefaction shipyard. With the cargo holds torn out and replaced with weapons mounts and additional armor packed onto the front, these new Hammerheads became fearsome, lumbering beasts that could devastate almost any contemporary vessel in a ramming action. The group, with their aggressive bravado, went as far as to name themselves the &#039;&#039;&#039;Steel-Spirits&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Their exploits finally frayed the patience of the [[Frontier Alliance]], with nearby member states assembling a fleet to destroy the Malefaction and Yizilna. On the day of their arrival into the system, the Malefaction revealed its secret, and evaded their attack.&lt;br /&gt;
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On &#039;&#039;&#039;2458&#039;&#039;&#039;, at &#039;&#039;&#039;36&#039;&#039;&#039;, Yizilna met &#039;&#039;&#039;Tizma&#039;&#039;&#039;. Frustrated at the sudden encroachment on her territory, she agreed to a meeting, intent on scaring him away. She was surprised at the sudden declaration of love and offer for an alliance by this stranger. In her career Yizilna had encountered men who either resented her or feared her; this was the first man to be so bold as to make an advance. Confused at first, she was soon swayed by his arguments about the strength their armadas could possess if they united. She was also eager to see if this strange man would meet her expectations.&lt;br /&gt;
&lt;br /&gt;
So the two formed the [[Grim Compact]], and combined themselves into a single armada. They moved the Malefaction to the &#039;&#039;&#039;Kaziti system&#039;&#039;&#039;, overwhelming the defenders and creating a new base of operations. With the new power and wealth provided by the Compact, she could take on more daring operations.&lt;br /&gt;
&lt;br /&gt;
Yizilna soon started to feel the deep envy Tizma felt at her accomplishments. She was reminded about the humiliation the demands her Clan had put on her, and she delighted in eggingion the envy. She felt as if she was getting back at her clan by projecting them onto Tizma. When the first &#039;&#039;&#039;Great Spat&#039;&#039;&#039; occurred, she relished the chance to assert her accomplishments and out-do Tizma. She took her entire armada and goaded a Frontier Alliance fleet twice her size into battle, and miraculously defeated it using the same tactics as before, in what is now called the &#039;&#039;&#039;Battle of Yivari Prime&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Yizilna today is known as a harsh and crass woman that offends the sensibilities of traditional Unathi for her behavior and actions. She follows the [[Star Code]] with near resentment, and makes exceptions for captured slavers, who she has a standing order to have beheaded whenever captured. She has no interest in her old clan, and makes no effort to find them. She seeks power at the expense of everything else, and some have argued that she only uses the Compact to further this goal. She is constantly seeking excitement in battle, and attracts like-minded individuals, leading to her Steel-Spirits’ reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=13960</id>
		<title>Tau Ceti Foreign Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=13960"/>
		<updated>2020-01-09T05:59:11Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Medical Legionnaire */ documented equipment of pilot ghost role&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Tcfl9.png&lt;br /&gt;
|jobtitle = Tau Ceti Foreign Legion&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|superior = The Biesel Government&lt;br /&gt;
|duties = Make sure the station is secure.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is a military force employed by the Republic of Biesel consisting of mostly volunteers of all recognized sentient citizens. It primarily comprises of immigrants and external parties seeking citizenship or stakes in Tau Ceti, which the Republic offers in exchange for participation. It can often be seen working with NanoTrasen assets wherever possible, extending operations slightly further than most NanoTrasen ERT officially reach. As such, the Foreign Legion can be seen regularly patrolling areas nearby the N.S.S. Aurora and the Romanovich Cloud.&lt;br /&gt;
&lt;br /&gt;
Currently, the Tau Ceti Foreign Legion is called either manually through utilizing a station fax machine (in a valid state of emergency,) or at a 50% chance (currently) at a command authorization swiper&#039;s ERT swipe.&lt;br /&gt;
&lt;br /&gt;
==Who am I?==&lt;br /&gt;
You are a volunteer or officer of the Tau Ceti Foreign Legion, a sparsely trained government official given the authority to respond to and solve issues in and around Republic space. &#039;&#039;&#039;You are a member of Task Force XIII - Fortune.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon spawning upon BLV The Tower, you will be given a number of choices. So let&#039;s talk you through them:&lt;br /&gt;
&lt;br /&gt;
The first pop-up you will get is to enter your name, don&#039;t forget your rank though!&lt;br /&gt;
For your first time it is advised you label yourself as a &#039;&#039;&#039;Volunteer Officer (Vol. [name])&#039;&#039;&#039;. As you become more experienced you may well get a chance to be a squad leader, known as a &#039;&#039;&#039;Prefect (Pfct. [name]).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The full rankings and their abbreviations are:&lt;br /&gt;
&lt;br /&gt;
Pfct. [name] - Prefect Melons&lt;br /&gt;
[[Image:Biesel calls.png|thumb|400px|Another recruitment poster for the Tau Ceti Foreign Legion, showcasing the benefits Synthetics gain when enlisting.]]&lt;br /&gt;
Lgn. [name] - Legionnaire Melons&lt;br /&gt;
&lt;br /&gt;
Vol. [name] - Volunteer Officer Melons&lt;br /&gt;
&lt;br /&gt;
All species found on the Aurora can be a member of the Foreign Legion emergency response team. There is no species restriction on TCFL lead officers.&lt;br /&gt;
&lt;br /&gt;
==Who else is in my team?==&lt;br /&gt;
Alongside you will be other officers, generally 2 or 3, but depending on the situation we can have multiple teams working together. In addition to volunteers, there will be the senior officers responsible for leading the team.&lt;br /&gt;
&lt;br /&gt;
You can identify who is who by three separate visual representations. These are distinguished by accessories provided to the specific members of the team that can be pinned to your armor&#039;s chestpiece by holding the accessories in your hand and clicking on the chestpiece. This works for the normal vest armor as well.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteer&#039;&#039;&#039; (Vol.) - Your armor has no ribbons or specialist pins and is a bright blue across its entirety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legionnaire&#039;&#039;&#039; (Lgn.) - Your armor has two bright yellow markers, an accessory able to be placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefect&#039;&#039;&#039; (Pfct.) - Your armor has a long ribbon across your right shoulder wrapped around your arm and a solemn pin across your left breast. It is an accessory placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
==What do I do?==&lt;br /&gt;
&lt;br /&gt;
As a member of the Tau Ceti Foreign Legion, your objective is to handle the emergency situation that the station has reported by any means necessary, and return the station to normal operations. &lt;br /&gt;
&lt;br /&gt;
You have a selection of moderately powerful equipment and a set of ID cards with basic access to most departments and maintenance across the station. You carry the authority of the Republic government, however, note that this may very well be deemed irrelevant in the face of NanoTrasen or the crew given circumstance. One should use this authority to assist in remedying the situation on board and to further any set objectives in place by the team lead. You can get to the station via either the Dropship (BLV Chariot), or the individual drop pods.&lt;br /&gt;
&lt;br /&gt;
Once the emergency is contained, your team is expected to depart, or at worst, facilitate an evacuation or emergency crew transfer.&lt;br /&gt;
&lt;br /&gt;
As a member of the team you have a choice of three specializations and one possible ghost role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteers&#039;&#039;&#039; - Drawn from on-call volunteers, these are moderately versed in weapon handling drills, hand to hand combat, arresting procedures as well as other skills such as basic first aid. Unmarked hardsuits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Legionnaires&#039;&#039;&#039; - More specialized team members who are more often than not paid, these are well versed in most engineering procedures and can get the team wherever they need to go. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Legionnaires&#039;&#039;&#039; - Also specialized team members, well versed in most field treatments and surgical procedures to keep their team or the crew alive. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Legionnaires&#039;&#039;&#039; - While only available as a ghost role, the pilot is also a specialized team member. They are well versed in piloting anything they can get their hands on.&lt;br /&gt;
&lt;br /&gt;
==What tools do I need?==&lt;br /&gt;
The specific tools you will need will vary by situation, but can be split into 2 categories, your essential tools and your task specific tools.&lt;br /&gt;
&lt;br /&gt;
=== All ===&lt;br /&gt;
Every Tau Ceti Foreign Legion volunteer dons the same uniform and sets of armor with ranks distinguished by accessories mentioned previously. These are as follows -&lt;br /&gt;
* Retrofitted Military Hardsuit Control Module: A refit of a very old construction hardsuit. Essentially your only EVA gear so take it if there&#039;s any chance you&#039;re entering vacuum.&lt;br /&gt;
* Foreign Legion Armored Suit: A set of armor and a helmet with much the same protection of the hardsuit without the massive slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Volunteers ===&lt;br /&gt;
* Tactical Shield: A collapsing tactical shield.&lt;br /&gt;
* Black Webbing Vest: A webbing vest.&lt;br /&gt;
* Night Vision Goggles: Standard night vision goggles.&lt;br /&gt;
* Handcuffs: Self explanatory.&lt;br /&gt;
* Combat Belt: Holds grenades, ammunition, C4 and other things. Always get one.&lt;br /&gt;
* Stun Baton: It&#039;s a stun baton.&lt;br /&gt;
* Flash: A standard flash.&lt;br /&gt;
&lt;br /&gt;
Now, onto the weapons you can pick.&lt;br /&gt;
&lt;br /&gt;
* Plastic Explosives: Precise explosives that blow up the wall or airlock or floor you place them on. Self explainatory, bring one or more if you need to break into an area you have no access to, such as a bolted AI core.&lt;br /&gt;
* Bolt Slinger: A long blaster rifle that must be wielded to fire accurately. Has a scope and a large ammo capacity.&lt;br /&gt;
* Blaster Carbine: A short, inaccurate blaster which can be fired with one hand and stored in backpacks. Has burst fire.&lt;br /&gt;
* Blaster Pistol: A tiny blaster pistol meant for self defense. Has burst fire.&lt;br /&gt;
* Gauss Thumper: A huge unwieldy ballistic rifle and the only ballistic weapon available to the TCFL. Seven shots, decent damage, can be loaded with ion slugs for pesky synthetics.&lt;br /&gt;
&lt;br /&gt;
You will have access to a vendor - the SecTech which sells the standard things such as flashes, pepperspray and handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
The engineering area has a lot of things, but most of them won&#039;t be used often. Let&#039;s look at the things you&#039;ll be using often.&lt;br /&gt;
&lt;br /&gt;
* Insulated Gloves: Essential for any manipulation of powered wires. Don&#039;t hack anything without these. &lt;br /&gt;
* RCD: Useful for deleting doors, floors, walls or making them.&lt;br /&gt;
* Tool Belt: Get one. You&#039;ll need it for the tools.&lt;br /&gt;
* Superior Welding Goggles: Pretty useful when you aren&#039;t wearing a hardsuit, as the hardsuit already provides eye protection.&lt;br /&gt;
* Emitters: Sometimes you will be called to deal with blobs, or you&#039;ll need to get into the AI core. Emitters are useful for this, so if you need them, bring them. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
There are various vending machines, and you&#039;ll need those. Let&#039;s take a look at them.&lt;br /&gt;
&lt;br /&gt;
* Vendomat: Sells proximity sensors, igniters, remote signaling devices and such. Not really useful.&lt;br /&gt;
* YouTool: Sells the tools you will need.&lt;br /&gt;
* EngiVend: Sells multitools, mainly. Also sells various electronics.&lt;br /&gt;
* Robco Tool Maker: Sells everything that the YouTool and EngiVend sell, in addition to other things. &lt;br /&gt;
&lt;br /&gt;
=== Medical Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
* A freezer with bloodpacks.&lt;br /&gt;
* On the table next to the freezer, you will find all the medkits you will need. &lt;br /&gt;
* Hyposprays: There are 6 total hyposprays. Grab however many you need.&lt;br /&gt;
* Medical Belt: Grab one to stuff your trauma kits and hyposprays in.&lt;br /&gt;
* Your chem dispenser 3000 is one of a kind. It&#039;s able to instantly distribute pretty much every chemical you will ever need. Fill beakers and hyposprays using it.&lt;br /&gt;
* IV Drip: Self explanatory. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
=== Pilot Legionnaire ===&lt;br /&gt;
* Their uniform.&lt;br /&gt;
* Their jacket.&lt;br /&gt;
* A padded helmet. &lt;br /&gt;
* A blaster pistol.&lt;br /&gt;
* A burning need for speed.&lt;br /&gt;
&lt;br /&gt;
=== Prefect ===&lt;br /&gt;
&lt;br /&gt;
The Prefect&#039;s room contains a lot of useful things. Let&#039;s look at everything.&lt;br /&gt;
&lt;br /&gt;
* InteliCard: It&#039;s an intelicard for carding artificial intelligences.&lt;br /&gt;
* Death Alarms: Distribute to your team if you need to.&lt;br /&gt;
* Seniority Ribbon: Pin these to your chestpiece.&lt;br /&gt;
* Energy Knife: This is a better tactical knife. Shove it in your boot.&lt;br /&gt;
* Energy Barrier: It&#039;s a massive shield, can fit in your pocket.&lt;br /&gt;
&lt;br /&gt;
== The Garage ==&lt;br /&gt;
Beyond the standard Armory, there are three vehicles that can be chosen should the situation warrant it, defer to your Prefect for permission should you desire to take one. They are located in south eastern portion of the base. They are:&lt;br /&gt;
* Retrofitted Speeders: Slow in atmosphere, extremely fast in EVA. Useful for moving across the surface quickly and not getting lost forever.&lt;br /&gt;
* Combat APLU: A slightly intimidating APLU with a welder laser, additional armor, two passenger compartments and a drill. Useful in most any situation, though slow.&lt;br /&gt;
* Odysseus: This one is much more useful if the Medical specialists were to decide to take it.&lt;br /&gt;
&lt;br /&gt;
== Assault Armory ==&lt;br /&gt;
On top of the normal armament available to the TCFL, there is a special equipment storage reserved for Admin and Event use, locked behind unlabelled blast doors. Inside is:&lt;br /&gt;
* Jotun: An aging Alliance main battle tank which is impervious to mostly any armament obtainable on station. Uh oh.&lt;br /&gt;
&lt;br /&gt;
== Working On The Aurora: Weekend Legionnaire ==&lt;br /&gt;
&lt;br /&gt;
It is possible to be a member of the Tau Ceti Foreign Legion and also work on the Aurora, with some stipulations. &#039;&#039;&#039;Be sure that you get an admin to sign off on your character!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) Working for the Legion is like taking a 2nd job. The split in responsibilities, and the split in loyalties to a government agency and the private corporation of NanoTrasen, means &#039;&#039;&#039;you cannot be a Legionnaire in security or Command.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2) All rules on escalation and emergencies still apply. You should not use your status as a legionnaire to self-antag, hunt down antagonists, or otherwise throw yourself into station emergencies.&lt;br /&gt;
&lt;br /&gt;
3) Don&#039;t cryo or ghost as your character then spawn in as that character in an incoming Legion squad. It&#039;s embarrassing and would make you look desperate. &lt;br /&gt;
&lt;br /&gt;
4) Don&#039;t ask incoming Legionnaires to give you weapons or gear when they&#039;re coming in. You can help in your current job by doing that job - or staying out of the way unless asked.&lt;br /&gt;
&lt;br /&gt;
Generally, the Legion is a militia. It is not a Spec Ops team and you are not made a martial arts expert who does not fear death by being in it. That said, the spirit of these rules is to not valid antagonists - helping respond to other emergencies like fires or venting situations can be fine! If you are unsure, ahelp!&lt;br /&gt;
&lt;br /&gt;
The highest rank you can be as an on-station Legionnaire is a Volunteer or Legionnaire. If you are a Legionnaire, try picking a job that compliments your specialty, like engineering or medical doctor.&lt;br /&gt;
&lt;br /&gt;
In terms of special skills, a Legionnaire has a reason to have the knowledge to use voidsuits or hardsuits, and anything in the basic first aid kits.&lt;br /&gt;
&lt;br /&gt;
Volunteers can train 1 - 3 days a week on a flexible schedule and get access to scholarships and specialized in-house training that can let them advance to become Legionnaires.&lt;br /&gt;
&lt;br /&gt;
Legionnaires train 3 - 4 days a week, giving a higher time investment, and are either coming from a specialized profession or plan to get into one when they&#039;re out.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=13959</id>
		<title>Tau Ceti Foreign Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=13959"/>
		<updated>2020-01-09T05:56:11Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* What do I do? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Tcfl9.png&lt;br /&gt;
|jobtitle = Tau Ceti Foreign Legion&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|superior = The Biesel Government&lt;br /&gt;
|duties = Make sure the station is secure.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is a military force employed by the Republic of Biesel consisting of mostly volunteers of all recognized sentient citizens. It primarily comprises of immigrants and external parties seeking citizenship or stakes in Tau Ceti, which the Republic offers in exchange for participation. It can often be seen working with NanoTrasen assets wherever possible, extending operations slightly further than most NanoTrasen ERT officially reach. As such, the Foreign Legion can be seen regularly patrolling areas nearby the N.S.S. Aurora and the Romanovich Cloud.&lt;br /&gt;
&lt;br /&gt;
Currently, the Tau Ceti Foreign Legion is called either manually through utilizing a station fax machine (in a valid state of emergency,) or at a 50% chance (currently) at a command authorization swiper&#039;s ERT swipe.&lt;br /&gt;
&lt;br /&gt;
==Who am I?==&lt;br /&gt;
You are a volunteer or officer of the Tau Ceti Foreign Legion, a sparsely trained government official given the authority to respond to and solve issues in and around Republic space. &#039;&#039;&#039;You are a member of Task Force XIII - Fortune.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon spawning upon BLV The Tower, you will be given a number of choices. So let&#039;s talk you through them:&lt;br /&gt;
&lt;br /&gt;
The first pop-up you will get is to enter your name, don&#039;t forget your rank though!&lt;br /&gt;
For your first time it is advised you label yourself as a &#039;&#039;&#039;Volunteer Officer (Vol. [name])&#039;&#039;&#039;. As you become more experienced you may well get a chance to be a squad leader, known as a &#039;&#039;&#039;Prefect (Pfct. [name]).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The full rankings and their abbreviations are:&lt;br /&gt;
&lt;br /&gt;
Pfct. [name] - Prefect Melons&lt;br /&gt;
[[Image:Biesel calls.png|thumb|400px|Another recruitment poster for the Tau Ceti Foreign Legion, showcasing the benefits Synthetics gain when enlisting.]]&lt;br /&gt;
Lgn. [name] - Legionnaire Melons&lt;br /&gt;
&lt;br /&gt;
Vol. [name] - Volunteer Officer Melons&lt;br /&gt;
&lt;br /&gt;
All species found on the Aurora can be a member of the Foreign Legion emergency response team. There is no species restriction on TCFL lead officers.&lt;br /&gt;
&lt;br /&gt;
==Who else is in my team?==&lt;br /&gt;
Alongside you will be other officers, generally 2 or 3, but depending on the situation we can have multiple teams working together. In addition to volunteers, there will be the senior officers responsible for leading the team.&lt;br /&gt;
&lt;br /&gt;
You can identify who is who by three separate visual representations. These are distinguished by accessories provided to the specific members of the team that can be pinned to your armor&#039;s chestpiece by holding the accessories in your hand and clicking on the chestpiece. This works for the normal vest armor as well.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteer&#039;&#039;&#039; (Vol.) - Your armor has no ribbons or specialist pins and is a bright blue across its entirety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legionnaire&#039;&#039;&#039; (Lgn.) - Your armor has two bright yellow markers, an accessory able to be placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefect&#039;&#039;&#039; (Pfct.) - Your armor has a long ribbon across your right shoulder wrapped around your arm and a solemn pin across your left breast. It is an accessory placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
==What do I do?==&lt;br /&gt;
&lt;br /&gt;
As a member of the Tau Ceti Foreign Legion, your objective is to handle the emergency situation that the station has reported by any means necessary, and return the station to normal operations. &lt;br /&gt;
&lt;br /&gt;
You have a selection of moderately powerful equipment and a set of ID cards with basic access to most departments and maintenance across the station. You carry the authority of the Republic government, however, note that this may very well be deemed irrelevant in the face of NanoTrasen or the crew given circumstance. One should use this authority to assist in remedying the situation on board and to further any set objectives in place by the team lead. You can get to the station via either the Dropship (BLV Chariot), or the individual drop pods.&lt;br /&gt;
&lt;br /&gt;
Once the emergency is contained, your team is expected to depart, or at worst, facilitate an evacuation or emergency crew transfer.&lt;br /&gt;
&lt;br /&gt;
As a member of the team you have a choice of three specializations and one possible ghost role:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteers&#039;&#039;&#039; - Drawn from on-call volunteers, these are moderately versed in weapon handling drills, hand to hand combat, arresting procedures as well as other skills such as basic first aid. Unmarked hardsuits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Legionnaires&#039;&#039;&#039; - More specialized team members who are more often than not paid, these are well versed in most engineering procedures and can get the team wherever they need to go. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Legionnaires&#039;&#039;&#039; - Also specialized team members, well versed in most field treatments and surgical procedures to keep their team or the crew alive. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pilot Legionnaires&#039;&#039;&#039; - While only available as a ghost role, the pilot is also a specialized team member. They are well versed in piloting anything they can get their hands on.&lt;br /&gt;
&lt;br /&gt;
==What tools do I need?==&lt;br /&gt;
The specific tools you will need will vary by situation, but can be split into 2 categories, your essential tools and your task specific tools.&lt;br /&gt;
&lt;br /&gt;
=== All ===&lt;br /&gt;
Every Tau Ceti Foreign Legion volunteer dons the same uniform and sets of armor with ranks distinguished by accessories mentioned previously. These are as follows -&lt;br /&gt;
* Retrofitted Military Hardsuit Control Module: A refit of a very old construction hardsuit. Essentially your only EVA gear so take it if there&#039;s any chance you&#039;re entering vacuum.&lt;br /&gt;
* Foreign Legion Armored Suit: A set of armor and a helmet with much the same protection of the hardsuit without the massive slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Volunteers ===&lt;br /&gt;
* Tactical Shield: A collapsing tactical shield.&lt;br /&gt;
* Black Webbing Vest: A webbing vest.&lt;br /&gt;
* Night Vision Goggles: Standard night vision goggles.&lt;br /&gt;
* Handcuffs: Self explanatory.&lt;br /&gt;
* Combat Belt: Holds grenades, ammunition, C4 and other things. Always get one.&lt;br /&gt;
* Stun Baton: It&#039;s a stun baton.&lt;br /&gt;
* Flash: A standard flash.&lt;br /&gt;
&lt;br /&gt;
Now, onto the weapons you can pick.&lt;br /&gt;
&lt;br /&gt;
* Plastic Explosives: Precise explosives that blow up the wall or airlock or floor you place them on. Self explainatory, bring one or more if you need to break into an area you have no access to, such as a bolted AI core.&lt;br /&gt;
* Bolt Slinger: A long blaster rifle that must be wielded to fire accurately. Has a scope and a large ammo capacity.&lt;br /&gt;
* Blaster Carbine: A short, inaccurate blaster which can be fired with one hand and stored in backpacks. Has burst fire.&lt;br /&gt;
* Blaster Pistol: A tiny blaster pistol meant for self defense. Has burst fire.&lt;br /&gt;
* Gauss Thumper: A huge unwieldy ballistic rifle and the only ballistic weapon available to the TCFL. Seven shots, decent damage, can be loaded with ion slugs for pesky synthetics.&lt;br /&gt;
&lt;br /&gt;
You will have access to a vendor - the SecTech which sells the standard things such as flashes, pepperspray and handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
The engineering area has a lot of things, but most of them won&#039;t be used often. Let&#039;s look at the things you&#039;ll be using often.&lt;br /&gt;
&lt;br /&gt;
* Insulated Gloves: Essential for any manipulation of powered wires. Don&#039;t hack anything without these. &lt;br /&gt;
* RCD: Useful for deleting doors, floors, walls or making them.&lt;br /&gt;
* Tool Belt: Get one. You&#039;ll need it for the tools.&lt;br /&gt;
* Superior Welding Goggles: Pretty useful when you aren&#039;t wearing a hardsuit, as the hardsuit already provides eye protection.&lt;br /&gt;
* Emitters: Sometimes you will be called to deal with blobs, or you&#039;ll need to get into the AI core. Emitters are useful for this, so if you need them, bring them. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
There are various vending machines, and you&#039;ll need those. Let&#039;s take a look at them.&lt;br /&gt;
&lt;br /&gt;
* Vendomat: Sells proximity sensors, igniters, remote signaling devices and such. Not really useful.&lt;br /&gt;
* YouTool: Sells the tools you will need.&lt;br /&gt;
* EngiVend: Sells multitools, mainly. Also sells various electronics.&lt;br /&gt;
* Robco Tool Maker: Sells everything that the YouTool and EngiVend sell, in addition to other things. &lt;br /&gt;
&lt;br /&gt;
=== Medical Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
* A freezer with bloodpacks.&lt;br /&gt;
* On the table next to the freezer, you will find all the medkits you will need. &lt;br /&gt;
* Hyposprays: There are 6 total hyposprays. Grab however many you need.&lt;br /&gt;
* Medical Belt: Grab one to stuff your trauma kits and hyposprays in.&lt;br /&gt;
* Your chem dispenser 3000 is one of a kind. It&#039;s able to instantly distribute pretty much every chemical you will ever need. Fill beakers and hyposprays using it.&lt;br /&gt;
* IV Drip: Self explanatory. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
=== Prefect ===&lt;br /&gt;
&lt;br /&gt;
The Prefect&#039;s room contains a lot of useful things. Let&#039;s look at everything.&lt;br /&gt;
&lt;br /&gt;
* InteliCard: It&#039;s an intelicard for carding artificial intelligences.&lt;br /&gt;
* Death Alarms: Distribute to your team if you need to.&lt;br /&gt;
* Seniority Ribbon: Pin these to your chestpiece.&lt;br /&gt;
* Energy Knife: This is a better tactical knife. Shove it in your boot.&lt;br /&gt;
* Energy Barrier: It&#039;s a massive shield, can fit in your pocket.&lt;br /&gt;
&lt;br /&gt;
== The Garage ==&lt;br /&gt;
Beyond the standard Armory, there are three vehicles that can be chosen should the situation warrant it, defer to your Prefect for permission should you desire to take one. They are located in south eastern portion of the base. They are:&lt;br /&gt;
* Retrofitted Speeders: Slow in atmosphere, extremely fast in EVA. Useful for moving across the surface quickly and not getting lost forever.&lt;br /&gt;
* Combat APLU: A slightly intimidating APLU with a welder laser, additional armor, two passenger compartments and a drill. Useful in most any situation, though slow.&lt;br /&gt;
* Odysseus: This one is much more useful if the Medical specialists were to decide to take it.&lt;br /&gt;
&lt;br /&gt;
== Assault Armory ==&lt;br /&gt;
On top of the normal armament available to the TCFL, there is a special equipment storage reserved for Admin and Event use, locked behind unlabelled blast doors. Inside is:&lt;br /&gt;
* Jotun: An aging Alliance main battle tank which is impervious to mostly any armament obtainable on station. Uh oh.&lt;br /&gt;
&lt;br /&gt;
== Working On The Aurora: Weekend Legionnaire ==&lt;br /&gt;
&lt;br /&gt;
It is possible to be a member of the Tau Ceti Foreign Legion and also work on the Aurora, with some stipulations. &#039;&#039;&#039;Be sure that you get an admin to sign off on your character!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) Working for the Legion is like taking a 2nd job. The split in responsibilities, and the split in loyalties to a government agency and the private corporation of NanoTrasen, means &#039;&#039;&#039;you cannot be a Legionnaire in security or Command.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2) All rules on escalation and emergencies still apply. You should not use your status as a legionnaire to self-antag, hunt down antagonists, or otherwise throw yourself into station emergencies.&lt;br /&gt;
&lt;br /&gt;
3) Don&#039;t cryo or ghost as your character then spawn in as that character in an incoming Legion squad. It&#039;s embarrassing and would make you look desperate. &lt;br /&gt;
&lt;br /&gt;
4) Don&#039;t ask incoming Legionnaires to give you weapons or gear when they&#039;re coming in. You can help in your current job by doing that job - or staying out of the way unless asked.&lt;br /&gt;
&lt;br /&gt;
Generally, the Legion is a militia. It is not a Spec Ops team and you are not made a martial arts expert who does not fear death by being in it. That said, the spirit of these rules is to not valid antagonists - helping respond to other emergencies like fires or venting situations can be fine! If you are unsure, ahelp!&lt;br /&gt;
&lt;br /&gt;
The highest rank you can be as an on-station Legionnaire is a Volunteer or Legionnaire. If you are a Legionnaire, try picking a job that compliments your specialty, like engineering or medical doctor.&lt;br /&gt;
&lt;br /&gt;
In terms of special skills, a Legionnaire has a reason to have the knowledge to use voidsuits or hardsuits, and anything in the basic first aid kits.&lt;br /&gt;
&lt;br /&gt;
Volunteers can train 1 - 3 days a week on a flexible schedule and get access to scholarships and specialized in-house training that can let them advance to become Legionnaires.&lt;br /&gt;
&lt;br /&gt;
Legionnaires train 3 - 4 days a week, giving a higher time investment, and are either coming from a specialized profession or plan to get into one when they&#039;re out.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=13958</id>
		<title>Tau Ceti Foreign Legion</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Tau_Ceti_Foreign_Legion&amp;diff=13958"/>
		<updated>2020-01-09T05:28:41Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Working On The Aurora: Weekend Legionnaire */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = blue&lt;br /&gt;
|headerfontcolor = red&lt;br /&gt;
|stafftype = ELITE&lt;br /&gt;
|imagebgcolor = gray&lt;br /&gt;
|img = Tcfl9.png&lt;br /&gt;
|jobtitle = Tau Ceti Foreign Legion&lt;br /&gt;
|access = All&lt;br /&gt;
|difficulty = Medium to Hard&lt;br /&gt;
|superior = The Biesel Government&lt;br /&gt;
|duties = Make sure the station is secure.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is a military force employed by the Republic of Biesel consisting of mostly volunteers of all recognized sentient citizens. It primarily comprises of immigrants and external parties seeking citizenship or stakes in Tau Ceti, which the Republic offers in exchange for participation. It can often be seen working with NanoTrasen assets wherever possible, extending operations slightly further than most NanoTrasen ERT officially reach. As such, the Foreign Legion can be seen regularly patrolling areas nearby the N.S.S. Aurora and the Romanovich Cloud.&lt;br /&gt;
&lt;br /&gt;
Currently, the Tau Ceti Foreign Legion is called either manually through utilizing a station fax machine (in a valid state of emergency,) or at a 50% chance (currently) at a command authorization swiper&#039;s ERT swipe.&lt;br /&gt;
&lt;br /&gt;
==Who am I?==&lt;br /&gt;
You are a volunteer or officer of the Tau Ceti Foreign Legion, a sparsely trained government official given the authority to respond to and solve issues in and around Republic space. &#039;&#039;&#039;You are a member of Task Force XIII - Fortune.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon spawning upon BLV The Tower, you will be given a number of choices. So let&#039;s talk you through them:&lt;br /&gt;
&lt;br /&gt;
The first pop-up you will get is to enter your name, don&#039;t forget your rank though!&lt;br /&gt;
For your first time it is advised you label yourself as a &#039;&#039;&#039;Volunteer Officer (Vol. [name])&#039;&#039;&#039;. As you become more experienced you may well get a chance to be a squad leader, known as a &#039;&#039;&#039;Prefect (Pfct. [name]).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The full rankings and their abbreviations are:&lt;br /&gt;
&lt;br /&gt;
Pfct. [name] - Prefect Melons&lt;br /&gt;
[[Image:Biesel calls.png|thumb|400px|Another recruitment poster for the Tau Ceti Foreign Legion, showcasing the benefits Synthetics gain when enlisting.]]&lt;br /&gt;
Lgn. [name] - Legionnaire Melons&lt;br /&gt;
&lt;br /&gt;
Vol. [name] - Volunteer Officer Melons&lt;br /&gt;
&lt;br /&gt;
All species found on the Aurora can be a member of the Foreign Legion emergency response team. There is no species restriction on TCFL lead officers.&lt;br /&gt;
&lt;br /&gt;
==Who else is in my team?==&lt;br /&gt;
Alongside you will be other officers, generally 2 or 3, but depending on the situation we can have multiple teams working together. In addition to volunteers, there will be the senior officers responsible for leading the team.&lt;br /&gt;
&lt;br /&gt;
You can identify who is who by three separate visual representations. These are distinguished by accessories provided to the specific members of the team that can be pinned to your armor&#039;s chestpiece by holding the accessories in your hand and clicking on the chestpiece. This works for the normal vest armor as well.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteer&#039;&#039;&#039; (Vol.) - Your armor has no ribbons or specialist pins and is a bright blue across its entirety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Legionnaire&#039;&#039;&#039; (Lgn.) - Your armor has two bright yellow markers, an accessory able to be placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prefect&#039;&#039;&#039; (Pfct.) - Your armor has a long ribbon across your right shoulder wrapped around your arm and a solemn pin across your left breast. It is an accessory placed on the chestpiece of your hardsuit/vest.&lt;br /&gt;
&lt;br /&gt;
==What do I do?==&lt;br /&gt;
&lt;br /&gt;
As a member of the Tau Ceti Foreign Legion, your objective is to handle the emergency situation that the station has reported by any means necessary, and return the station to normal operations. &lt;br /&gt;
&lt;br /&gt;
You have a selection of moderately powerful equipment and a set of ID cards with basic access to most departments and maintenance across the station. You carry the authority of the Republic government, however, note that this may very well be deemed irrelevant in the face of NanoTrasen or the crew given circumstance. One should use this authority to assist in remedying the situation on board and to further any set objectives in place by the team lead. You can get to the station via either the Dropship (BLV Chariot), or the individual drop pods.&lt;br /&gt;
&lt;br /&gt;
Once the emergency is contained, your team is expected to depart, or at worst, facilitate an evacuation or emergency crew transfer.&lt;br /&gt;
&lt;br /&gt;
As a member of the team you have a choice of three specializations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Volunteers&#039;&#039;&#039; - Drawn from on-call volunteers, these are moderately versed in weapon handling drills, hand to hand combat, arresting procedures as well as other skills such as basic first aid. Unmarked hardsuits.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Engineering Legionnaires&#039;&#039;&#039; - More specialized team members who are more often than not paid, these are well versed in most engineering procedures and can get the team wherever they need to go. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medical Legionnaires&#039;&#039;&#039; - Also specialized team members, well versed in most field treatments and surgical procedures to keep their team or the crew alive. Marked by specialist medallions.&lt;br /&gt;
&lt;br /&gt;
==What tools do I need?==&lt;br /&gt;
The specific tools you will need will vary by situation, but can be split into 2 categories, your essential tools and your task specific tools.&lt;br /&gt;
&lt;br /&gt;
=== All ===&lt;br /&gt;
Every Tau Ceti Foreign Legion volunteer dons the same uniform and sets of armor with ranks distinguished by accessories mentioned previously. These are as follows -&lt;br /&gt;
* Retrofitted Military Hardsuit Control Module: A refit of a very old construction hardsuit. Essentially your only EVA gear so take it if there&#039;s any chance you&#039;re entering vacuum.&lt;br /&gt;
* Foreign Legion Armored Suit: A set of armor and a helmet with much the same protection of the hardsuit without the massive slowdown.&lt;br /&gt;
&lt;br /&gt;
=== Volunteers ===&lt;br /&gt;
* Tactical Shield: A collapsing tactical shield.&lt;br /&gt;
* Black Webbing Vest: A webbing vest.&lt;br /&gt;
* Night Vision Goggles: Standard night vision goggles.&lt;br /&gt;
* Handcuffs: Self explanatory.&lt;br /&gt;
* Combat Belt: Holds grenades, ammunition, C4 and other things. Always get one.&lt;br /&gt;
* Stun Baton: It&#039;s a stun baton.&lt;br /&gt;
* Flash: A standard flash.&lt;br /&gt;
&lt;br /&gt;
Now, onto the weapons you can pick.&lt;br /&gt;
&lt;br /&gt;
* Plastic Explosives: Precise explosives that blow up the wall or airlock or floor you place them on. Self explainatory, bring one or more if you need to break into an area you have no access to, such as a bolted AI core.&lt;br /&gt;
* Bolt Slinger: A long blaster rifle that must be wielded to fire accurately. Has a scope and a large ammo capacity.&lt;br /&gt;
* Blaster Carbine: A short, inaccurate blaster which can be fired with one hand and stored in backpacks. Has burst fire.&lt;br /&gt;
* Blaster Pistol: A tiny blaster pistol meant for self defense. Has burst fire.&lt;br /&gt;
* Gauss Thumper: A huge unwieldy ballistic rifle and the only ballistic weapon available to the TCFL. Seven shots, decent damage, can be loaded with ion slugs for pesky synthetics.&lt;br /&gt;
&lt;br /&gt;
You will have access to a vendor - the SecTech which sells the standard things such as flashes, pepperspray and handcuffs.&lt;br /&gt;
&lt;br /&gt;
=== Engineering Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
The engineering area has a lot of things, but most of them won&#039;t be used often. Let&#039;s look at the things you&#039;ll be using often.&lt;br /&gt;
&lt;br /&gt;
* Insulated Gloves: Essential for any manipulation of powered wires. Don&#039;t hack anything without these. &lt;br /&gt;
* RCD: Useful for deleting doors, floors, walls or making them.&lt;br /&gt;
* Tool Belt: Get one. You&#039;ll need it for the tools.&lt;br /&gt;
* Superior Welding Goggles: Pretty useful when you aren&#039;t wearing a hardsuit, as the hardsuit already provides eye protection.&lt;br /&gt;
* Emitters: Sometimes you will be called to deal with blobs, or you&#039;ll need to get into the AI core. Emitters are useful for this, so if you need them, bring them. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
There are various vending machines, and you&#039;ll need those. Let&#039;s take a look at them.&lt;br /&gt;
&lt;br /&gt;
* Vendomat: Sells proximity sensors, igniters, remote signaling devices and such. Not really useful.&lt;br /&gt;
* YouTool: Sells the tools you will need.&lt;br /&gt;
* EngiVend: Sells multitools, mainly. Also sells various electronics.&lt;br /&gt;
* Robco Tool Maker: Sells everything that the YouTool and EngiVend sell, in addition to other things. &lt;br /&gt;
&lt;br /&gt;
=== Medical Legionnaire ===&lt;br /&gt;
&lt;br /&gt;
* A freezer with bloodpacks.&lt;br /&gt;
* On the table next to the freezer, you will find all the medkits you will need. &lt;br /&gt;
* Hyposprays: There are 6 total hyposprays. Grab however many you need.&lt;br /&gt;
* Medical Belt: Grab one to stuff your trauma kits and hyposprays in.&lt;br /&gt;
* Your chem dispenser 3000 is one of a kind. It&#039;s able to instantly distribute pretty much every chemical you will ever need. Fill beakers and hyposprays using it.&lt;br /&gt;
* IV Drip: Self explanatory. &lt;br /&gt;
* Stun Revolver: Grab one if the volunteers stole all the blaster pistols.&lt;br /&gt;
* Specialist Medallions: Pin these to your chestpiece.&lt;br /&gt;
&lt;br /&gt;
=== Prefect ===&lt;br /&gt;
&lt;br /&gt;
The Prefect&#039;s room contains a lot of useful things. Let&#039;s look at everything.&lt;br /&gt;
&lt;br /&gt;
* InteliCard: It&#039;s an intelicard for carding artificial intelligences.&lt;br /&gt;
* Death Alarms: Distribute to your team if you need to.&lt;br /&gt;
* Seniority Ribbon: Pin these to your chestpiece.&lt;br /&gt;
* Energy Knife: This is a better tactical knife. Shove it in your boot.&lt;br /&gt;
* Energy Barrier: It&#039;s a massive shield, can fit in your pocket.&lt;br /&gt;
&lt;br /&gt;
== The Garage ==&lt;br /&gt;
Beyond the standard Armory, there are three vehicles that can be chosen should the situation warrant it, defer to your Prefect for permission should you desire to take one. They are located in south eastern portion of the base. They are:&lt;br /&gt;
* Retrofitted Speeders: Slow in atmosphere, extremely fast in EVA. Useful for moving across the surface quickly and not getting lost forever.&lt;br /&gt;
* Combat APLU: A slightly intimidating APLU with a welder laser, additional armor, two passenger compartments and a drill. Useful in most any situation, though slow.&lt;br /&gt;
* Odysseus: This one is much more useful if the Medical specialists were to decide to take it.&lt;br /&gt;
&lt;br /&gt;
== Assault Armory ==&lt;br /&gt;
On top of the normal armament available to the TCFL, there is a special equipment storage reserved for Admin and Event use, locked behind unlabelled blast doors. Inside is:&lt;br /&gt;
* Jotun: An aging Alliance main battle tank which is impervious to mostly any armament obtainable on station. Uh oh.&lt;br /&gt;
&lt;br /&gt;
== Working On The Aurora: Weekend Legionnaire ==&lt;br /&gt;
&lt;br /&gt;
It is possible to be a member of the Tau Ceti Foreign Legion and also work on the Aurora, with some stipulations. &#039;&#039;&#039;Be sure that you get an admin to sign off on your character!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1) Working for the Legion is like taking a 2nd job. The split in responsibilities, and the split in loyalties to a government agency and the private corporation of NanoTrasen, means &#039;&#039;&#039;you cannot be a Legionnaire in security or Command.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
2) All rules on escalation and emergencies still apply. You should not use your status as a legionnaire to self-antag, hunt down antagonists, or otherwise throw yourself into station emergencies.&lt;br /&gt;
&lt;br /&gt;
3) Don&#039;t cryo or ghost as your character then spawn in as that character in an incoming Legion squad. It&#039;s embarrassing and would make you look desperate. &lt;br /&gt;
&lt;br /&gt;
4) Don&#039;t ask incoming Legionnaires to give you weapons or gear when they&#039;re coming in. You can help in your current job by doing that job - or staying out of the way unless asked.&lt;br /&gt;
&lt;br /&gt;
Generally, the Legion is a militia. It is not a Spec Ops team and you are not made a martial arts expert who does not fear death by being in it. That said, the spirit of these rules is to not valid antagonists - helping respond to other emergencies like fires or venting situations can be fine! If you are unsure, ahelp!&lt;br /&gt;
&lt;br /&gt;
The highest rank you can be as an on-station Legionnaire is a Volunteer or Legionnaire. If you are a Legionnaire, try picking a job that compliments your specialty, like engineering or medical doctor.&lt;br /&gt;
&lt;br /&gt;
In terms of special skills, a Legionnaire has a reason to have the knowledge to use voidsuits or hardsuits, and anything in the basic first aid kits.&lt;br /&gt;
&lt;br /&gt;
Volunteers can train 1 - 3 days a week on a flexible schedule and get access to scholarships and specialized in-house training that can let them advance to become Legionnaires.&lt;br /&gt;
&lt;br /&gt;
Legionnaires train 3 - 4 days a week, giving a higher time investment, and are either coming from a specialized profession or plan to get into one when they&#039;re out.&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=13936</id>
		<title>Aut&#039;akh</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Aut%27akh&amp;diff=13936"/>
		<updated>2020-01-05T19:13:28Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: initial draft of autakh rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Autakimagedone.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = The Free Conclave / The Polar Insurrection&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Overview == &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 after the Contact War, the Aut&#039;akh symbolically seize and control their own spiritual destiny through ritualistic augmentation. After revealing themselves to the galaxy, the immediately besieged and haggard Aut&#039;akh have been making friendly gestures toward nearly every power in the galaxy in an attempt to be formally recognized and avoid destruction by their brothers in the Hegemony. The Aut&#039;akh use an information network called the &amp;quot;Mesh&amp;quot; that allows their operating system, called Oss, to facilitate decisions and projects based on input and projections to aid in the management of society. While Oss is considered to be a manifestation of Sk&#039;akh, Oss has no binding authority over the Aut&#039;akh as its decisions are informed by programmers and followed voluntarily.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh can take any non-command job.&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
*For limb repairs, Aut&#039;akh need cables or welders like IPC repairs.&lt;br /&gt;
*For surgery you must first cut open the metal chest with a saw, and then operate as normal.&lt;br /&gt;
&lt;br /&gt;
=== Biology and Augments===&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh claim they are immortal due to their augmentation, but being around for only a decade there is no way to truly verify this. Their life expectancy ranges from hundreds to thousands of years, but time will tell. Currently, the oldest Aut&#039;akh is 72, being augmented at 68.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
Internally, barring the additional organs, Aut&#039;akh retains all of the regular internal organs of regular Unathi.&lt;br /&gt;
&lt;br /&gt;
Both male and females retain all functions necessary for reproduction.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh can still &#039;feel&#039; and sense pain, but face difficulty in really feeling abstract things like the warmth of a sunny day at the beach or a cool breeze. They are still able to feel, but many Aut&#039;akh describe feeling physical sensations like hearing a muted conversation from another room. Aut&#039;akh retain their sense of smell and taste and enjoy many diverse foods when they can get it.&lt;br /&gt;
&lt;br /&gt;
==== Organs Present In Game ====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Haemodynamic control system&#039;&#039;&#039; - Allows the user to stabilize themselves (at least temporarily) from major injuries at the cost of 50% to 75% of their hunger.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Adrenal management system&#039;&#039;&#039; - A series of mechanical stimulants and extra glands placed along the adrenal system. Allows the user to cause minor toxin/brute damage to the entire body for the duration of the effect in exchange for a temporary endurance boost.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; - Flavor organ in the head. Takes the form of a brain implant connected to the region associated with religious experience. Does nothing in gameplay. It contains the Oss Operating system.&lt;br /&gt;
&lt;br /&gt;
===== Graspers =====&lt;br /&gt;
&lt;br /&gt;
Graspers must always be placed where your right hand is, and will not work as a left hand or left arm!&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh tend to favor colors that match existing Unathi scale colors. The major color categories are red, black, orange-brown (&amp;quot;sand colored&amp;quot;) and green. However, some Aut&#039;akh choose to express themselves with colors ranging from white, dark blue, or gray.&lt;br /&gt;
&lt;br /&gt;
Female and male Aut&#039;akh look almost completely indistinguishable, and only Aut&#039;akh tend to be able to tell each other apart.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh tend to weigh between 290 - 320 pounds.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh tend to be between 5&#039;9&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backward, and have clawed feet and hands. They retain their very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue, on top of their present sensors. This tongue is usually black or an extremely dark red, and usually a foot in length. Some Aut&#039;akh still lick their own eyeballs out of habit, despite no longer needing to.&lt;br /&gt;
&lt;br /&gt;
=== Naming Schemes ===&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh Unathi will identify themselves with their Aut&#039;akh clan name and then their personally chosen name, although those nostalgic for their past may append their former clan name on the end. &lt;br /&gt;
For example, Gorish Mum&#039;bazi, when he joins the Aut&#039;akh, would be named &#039;&#039;&#039;Veetek Uza&#039;&#039;&#039;. Or if he was nostalgic, &#039;&#039;&#039;Veetek Uza-Mum&#039;bazi&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Commonly, interactions within the Mesh are facilitated with a &#039;username&#039; for every Aut&#039;akh. User names are deeply personal things, denoting one&#039;s soul separated from Sk&#039;akh.&lt;br /&gt;
For example, &#039;&#039;&#039;Veetek Uza&#039;&#039;&#039; may be represented as &#039;&#039;&#039;VeetUz#Aut&#039;akhJoy&#039;&#039;&#039; or may discard the name entirely, &#039;&#039;&#039;RedPolymer4Sk&#039;akh&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Clans of the Communes ==&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh clans are more akin to guilds than actual clans, being voluntary organizations biased toward certain crafts. This is due to most of the Aut&#039;akh population being exiles from other clans, or those whose clans were destroyed in the contact war, and many unrelated Unathi can belong to a single clan.&lt;br /&gt;
&lt;br /&gt;
Not all decisions are made from Oss itself. Anything that is not a community-wide decision is handled internally with the Clans or immediate family/friends. Issues such as digging, mining, power generation, electrical grids, aquaculture building, or personal matters between people, are handled by the Clan it pertains to, or that Clan asks for a mediator if they have a dispute with another clan. Clans almost always cooperate with each other if it enables their work or the other clan&#039;s work. That said, disagreements between Clans or internally usually have the Aut&#039;akh involved in the debate citing projections made by Oss, if any were made. But in day to day life, miners will dig, fishermen will fish, and Optikam will engage in daring raids to sabotage Hegemon incursions. &lt;br /&gt;
&lt;br /&gt;
Almost all of the traditional Clans of the Aut&#039;akh subscribe to traditional [[Unathi Honor]].&lt;br /&gt;
&lt;br /&gt;
===Clan Veetek - The Engineers===&lt;br /&gt;
&lt;br /&gt;
Named after the VTEC modules they carefully craft, no mech race is complete without a Veetek representative present, and Veetek members tend to make up the core of the Aut&#039;akh exosuit effort. They tend not to become involved too heavily in internal Aut&#039;akh politics in their eternal quest for speed. Veetek mechanics are often found making dangerous, ill-advised modifications to Aut&#039;akh drones and androids, or posting endlessly on the Mesh about the newest mech models.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghean Veteek&#039;&#039;&#039; have begun creating &#039;Scrapyard Mechs&#039; because of the on-going blockade limiting their access to complex resources for mech production. Assembled from scrap and components recovered by scavenging teams in the Wasteland, Veteek mecha drivers take deep pride in their hodgepodge, ugly, &amp;quot;good enough&amp;quot; mechs that they treat like one of their own hatchlings. This includes the mechs meant for combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;New Gibson Commune&#039;&#039;&#039; Veetek have better access to mech technology present in NanoTrasen, but many struggle to come to terms with the reality that whatever mechs they produce for NanoTrasen are property of NanoTrasen itself, and that they will need to hand it over eventually.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Veetek tends to work in the &#039;&#039;&#039;science&#039;&#039;&#039; and &#039;&#039;&#039;medical&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Mahashik - The Miners===&lt;br /&gt;
&lt;br /&gt;
Named after the geologic Mohorovicic layer they probe for minerals, this mining clan has a high proportion of heavy robot frames. They are often employed as a backline defense for the home bunkers, and they generally see themselves as the pillars on which Aut&#039;akh society is built. Clan Mahashik is also responsible for power management and construction in many cases, as their heavy, durable bodies are well suited to the task.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghean&#039;&#039;&#039; Mahashik spend most of their time underground mining into the crust, expanding the bunkers, and repairing damage caused by incursions from the wider world. They are slowly developing a more revanchist attitude towards the attacking Izweski and Maraziites, and are beginning to question the doctrine of remaining strictly defensive. They are known to host BBQs whenever there is available meat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibson Mahashik&#039;&#039;&#039; spend most of their time trying to dig into the crust of New Gibson and quickly running afoul of the complex legal troubles regarding land ownership, digging permits, and other bureaucratic elements of the State. They also help maintain the fragile infrastructure of the new colony when they are not working for NanoTrasen to help repay the debt the commune owes. With their wide-ranging responsibilities, many lament their lack of time to host BBQs.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Mahashik tends to work in the &#039;&#039;&#039;supply&#039;&#039;&#039; and &#039;&#039;&#039;engineering&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Siansi - The Industrialists===&lt;br /&gt;
&lt;br /&gt;
Named after the automated production systems they maintain. They&#039;re often seen as a more spiritual clan, as they tend to take rather minimalist bodies, or alternatively remain mostly organic. Using their Soul Anchor they are able to directly control industrial equipment with their minds if it also runs on Oss. They tend to provide most of the industrial goods that the Autakh require, and they tend to style themselves as wise sages, often using mystified terms and technical jargon unique to Siansi.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghean Siansi&#039;&#039;&#039; spend most of their time inside underground workshops, producing finished goods and trying to find more effective ways to utilize dwindling resources in their factories and workshops. As a group they are struggling to reconcile their desire to keep the polar commune peaceful and defensive only. Siansi sages often preach against the growing revanchism, but their words are beginning to become less convincing to the clans who face nearly daily strikes and attacks from the outside world.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibson Siansi &#039;&#039;&#039;spend most of their time inside retrofitted workshops, designing consumer and finished goods. Production costs on New Gibson remain high due to the monopoly NanoTrasen has over the system and exclusive supply deals with the commune. The Siansi are growing increasingly frustrated at NanoTrasen requiring them to sell almost a third of all produced goods to the company at prices that match production costs, only to have NanoTrasen then turn around and sell those goods at a mark up with the profits going to NanoTrasen shareholders rather than towards repayment of the debt.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Siansi tends to work in the &#039;&#039;&#039;science&#039;&#039;&#039; and &#039;&#039;&#039;civilian&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Optikam - The Shadowscales===&lt;br /&gt;
&lt;br /&gt;
Named after the optical camouflage systems they covet, Optikam busies themselves with the business of stealth, scouting, and long-range battle. Optikam commandos contribute some of their members of the Autakhs&#039; highly mobile Hussar units, and they tend to recruit out of sickly, thin, short, or albino members of the species. They tend to have a sort of scheming underdog mentality; they&#039;ll do anything to win, because winning is the only honorable thing. Other clans tend to look down upon them because of their use of underhanded tactics. Strangely, members of clan Optikam often end up filling simple roles such as custodians and delivery people.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghean Optikam&#039;&#039;&#039; have exhausted all of their patience for non-Aut&#039;akh Unathi. The Clan has openly advocated for striking back at the Hegemony and Maraziite Order to bring the fight away from their homes. Optikam commanders use the controversial BattleTrance.OSS Implement to engage in brutal and ruthless attacks on encroaching forces. With a grim determination to win the war by any means necessary, Optikam are beginning to worry the rest of the Commune by abandoning ancient traditions of honorable warfare in favor of a new, efficient doctrine of asymmetrical war.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibson Optikam&#039;&#039;&#039; resent the exploitation of the Commune by NanoTrasen and humanity. While not as brazenly hostile and revanchist as their Moghean counterparts, Optikam are still known to try to engage in small acts of sabotage and resistance. Losing paperwork, turning off pumps, disabling a pipe, faxing solid black papers to CCIA offices to waste all their ink, and dozens of other minuscule acts. The Optikam in New Gibson are attempting to kill NanoTrasen by a thousand tiny cuts. &lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Optikam tends to work in the &#039;&#039;&#039;security&#039;&#039;&#039;, &#039;&#039;&#039;civilian&#039;&#039;&#039;, and &#039;&#039;&#039;medical&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Saramiite - The Sledgehammers===&lt;br /&gt;
&lt;br /&gt;
Named after the diamond-hard material that makes up their projectiles and the tips of their weapons, and given the styling of a religious order, the Saramiite clan operates the largest number of heavy combat cyborgs, serving as the core of the Autakhs&#039; heavy infantry cuirassier units. They tend to recruit out of the largest, strongest unathi available, seeing themselves as the ultimate shield of the Aut&#039;akh, the pinnacle of warfare, without whom the other clans would be exterminated.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghes Saramiite&#039;&#039;&#039; are considered all fire and brimstone by the rest of the Commune. They are the driving force behind the growing revanchism. The majority of Saramiites want nothing more than to destroy the Hegemony and the Maraziites to keep everyone safe. They continue rigorous training and demand stronger and stronger weapons and augments be allocated to them. As resources are strained, many groups within the Commune willingly hand over their own limited supplies to aid the Saramiites who are keeping them safe.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibsonite Saramiite&#039;&#039;&#039; are  generally frustrated that their primary purpose as defenders and warriors has been made redundant. Many of them still patrol the Commune, but with a lack of threats and the presence of Tau Ceti law enforcement (who now have jurisdiction over Saramiites entirely) many of them are becoming increasingly listless and strike off to work for NanoTrasen or the [[Tau Ceti Foreign Legion]]. They resent the soullessness with which their job is treated in Tau Ceti and in corporate work in general. They don&#039;t like the mundane work that is a corporate or government security job but it&#039;s the only thing they&#039;re really prepared for. Other Saramiites go as far as to join criminal elements as hired muscle to help the Commune and experience something fulfilling and exciting in their purpose, despite the dread it brings.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Saramiite tends to work in the &#039;&#039;&#039;security&#039;&#039;&#039; and &#039;&#039;&#039;engineering&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Kethresh - The Fishermen===&lt;br /&gt;
&lt;br /&gt;
Named after the aquafarmer equipment they prize, clan Kethresh specializes in bringing aquaculture vats and fisheries to dangerous places. Most of clan Kethresh operate in heated domes above the bunker complexes, and thus are generally the first to suffer during a Hegemony incursion. For this reason, Kethresh aquafarmers tend to adopt a determined but fatalistic attitude. They have little fear, but are absolutely resigned to death.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghes Kethresh&#039;&#039;&#039; feel increasingly fatalistic. They&#039;re hopeful that the Saramiites can stop the harassment from the Hegemony but they&#039;re cynical in that they expect nothing will change and all their work will continue to be destroyed over and over.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibsonite Kethresh&#039;&#039;&#039; are slowly becoming more hopeful. They are unlikely to be attacked and aquaculture is one of the few things that NanoTrasen and the State do not intrude on, so they&#039;re left nearly  unmolested for the first time ever.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Kethresh tends to work in the &#039;&#039;&#039;supply&#039;&#039;&#039; and &#039;&#039;&#039;civilian&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
===Clan Ansiba - The Scholars===&lt;br /&gt;
&lt;br /&gt;
Named after an arcane piece of telecommunication equipment, clan Ansiba is the newest and weakest of all the clans, only existing as long as the Exile Convoy. They are a highly thoughtful and scientific clan, recruiting exclusively from the ranks of the most intelligent unathi. Ansiba is the clan that has the closest relationship with non-Aut&#039;akh unathi, even going so far as to operate cults in several of the Hegemony&#039;s major cities. Ansiba tends to have a smug, superior attitude towards the other clans, and they have the highest proportion of Paradigms of any clan.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Moghean Ansiba&#039;&#039;&#039; started as scientists, but they&#039;ve since expanded into the production and maintenance of telecommunications equipment, broadcasting, and infiltration of the Hegemony. They coordinate with the Optikam for infiltration missions. They run pirate radio and broadcast pro-Autakh propaganda. In disguises or even lacking any external, obvious augments, they also travel the Wasteland and Moghes to seek out exiles and people unhappy with the hegemony in order to recruit them. They are extremely interested in robotics and, despite their lack of complex electronics to build them, view the [[IPC]] as entities of magic and as valuable friends and allies. This puts them at odds with other members of the Commune, who view synthetics as mere tools.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gibsonite Ansiba&#039;&#039;&#039; also focus on the sciences, but without needing to commit infiltration. They spread pro-Autakh propaganda and attempt to recruit out of the underclasses of Tau Ceti, regardless of species. They are also extremely interested in positronics as allies and members of the commune and are generally ecstatic by being near so many in Tau Ceti. They remain an outlier in viewing Synthetics as being entities of pure magic (due to their fully &#039;augmented&#039; nature) and try to persuade the rest of the wary commune to this idea.&lt;br /&gt;
&lt;br /&gt;
When working for Nanotrasen, clan Ansiba tends to work in the &#039;&#039;&#039;science&#039;&#039;&#039; and &#039;&#039;&#039;service&#039;&#039;&#039; departments.&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
&lt;br /&gt;
In-depth information on the Aut&#039;akh&#039;s spiritual beliefs can be found on the [[Unathi Religion]] page.&lt;br /&gt;
&lt;br /&gt;
=== Oss and The Mesh ===&lt;br /&gt;
&lt;br /&gt;
Sk&#039;akh spoke to the first who would become Aut&#039;akh, and led them to create Oss and the Mesh. The combined expression of all the magic of the Aut&#039;akh is called Oss, which is an avatar of Sk&#039;akh in cyberspace. For the non-religions, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor&#039;&#039;&#039; also connects an Aut&#039;akh to the Mesh. Through its use, Aut&#039;akh can share experiences on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
&lt;br /&gt;
Because Oss is an operating system, different communes not in close contact may over time begin to have doctrinal and policy drifts. Over more time and distance this may cause their version of Oss to become very different or even incompatible from one another. The Mesh is best described as a mental form of internet that works on any device that runs Oss.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh priests or shamans are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
&lt;br /&gt;
=== Decrees ===&lt;br /&gt;
&lt;br /&gt;
In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Sk&#039;akh themself, speaking through Oss. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past. &lt;br /&gt;
&lt;br /&gt;
There have been two Decrees in Aut&#039;akh history; both emerged in the middle of incredible divisive debate and uncertainty within the Polar Commune. More information is in the history section.&lt;br /&gt;
&lt;br /&gt;
While some Aut&#039;akh continue to believe that the Decrees indeed come from Sk&#039;akh, there are still divides on how to interpret them or ultimately if they are merely the product of a polarized commune.&lt;br /&gt;
&lt;br /&gt;
===Oss In Daily Life﻿===&lt;br /&gt;
&lt;br /&gt;
Oss does not communicate with its followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
&lt;br /&gt;
===The Implements===&lt;br /&gt;
&lt;br /&gt;
Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When ran, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with Aut&#039;akh also connected to their local Mesh network. The program overlays in their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; uses cybernetics to achieve its goals. This Implement is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been desc﻿ribed as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement used almost exclusively by the Optikam. Is a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by specialized groups of Optikam infiltrators. Optikam Commanders have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
=== Baffles ===&lt;br /&gt;
Having a spotty connection to the Mesh results in unusual scenarios known as &#039;&#039;&#039;Baffle Events&#039;&#039;&#039;. Oss is “baffled” as the mesh connection drops out abruptly and everything starts going wrong. People bump into each other, stuff falls over and breaks, then the connection comes back and it all goes smoothly again.&lt;br /&gt;
&lt;br /&gt;
For Aut’akh without a reliable connection to the Mesh, such as for Aut&#039;akh that travel outside the exile fleet to work on the Aurora or elsewhere in Tau Ceti, they don’t have this easy, instant communication with everyone around them. This loneliness can be unnerving to Aut’akh, so they are eager to talk to people; to ask them questions and learn about their experiences. Aut’akh in Tau Ceti are almost constantly trying to strike up friendly conversations with everyone around them. While they mean well, to many this can come off as unnerving.&lt;br /&gt;
&lt;br /&gt;
== The Polar Bunkers ==&lt;br /&gt;
&lt;br /&gt;
The Polar Bunkers are the home turf of the Aut&#039;akh. They were originally a series of military bunkers and climate research stations which were abandoned after the nuclear exchanges and left mostly intact. The Aut&#039;akh, at the end of their wanderings, found some of these places and converted them into a fortified but peaceful subterranean empire. Although the Aut&#039;akh know no central authority, the Polar Bunkers are considered the heartland of the Aut&#039;akh civilization.&lt;br /&gt;
&lt;br /&gt;
The interiors of these places are maddeningly complex, intertwined warrens of tunnels and rooms dug seemingly at random and filled with thousands of Aut&#039;akh. TravelGrid.OSS takes Aut&#039;akh to their destinations safely, guiding each individual to their destinations while minimizing collisions.&lt;br /&gt;
&lt;br /&gt;
== Consensus ==&lt;br /&gt;
&lt;br /&gt;
The laws of the Aut’akh, as it can be said they have them, are called &#039;&#039;&#039;Consensus&#039;&#039;&#039;. Consensus are agreements  between the majority of Aut’akh for a certain rule, guideline, or objective. When Aut’akh are connected to the Mesh they can communicate with all other Aut’akh in radio range, allowing a whole community to rapidly communicate with one another. The range of the Mesh can extend out to regions of a planet but cannot extend through interstellar distances or between planets without infrastructure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consensus is not needed for every single decision that an individual or group might make,&#039;&#039;&#039; but on matters that affect an entire commune. Most individuals know their job and how to do it without needing to call for an entire consensus. Mahashik will keep digging, Saramiite will keep training, and Optikam will keep patrolling. Consensus is for major projects.&lt;br /&gt;
&lt;br /&gt;
In the Exile fleet, the lack of being able to easily reach a Consensus has lead to a growing rise of minor issues and a generally much slower rate at reaching consensus or being slow to respond to unwanted behavior.&lt;br /&gt;
&lt;br /&gt;
== The Rituals ==&lt;br /&gt;
&lt;br /&gt;
=== Ritual of Shards ===&lt;br /&gt;
&lt;br /&gt;
While the commune embraces anyone that accepts their teachings, the reality of resource management means that they cannot provide the full-body augmentation that all its members strive for. &#039;&#039;&#039;Priority is given to Unathi that are maimed or otherwise physically handicapped&#039;&#039;&#039;, and especially in the Polar Commune, the steady stream of Wastelanders means that the waiting list is very long for healthy initiates.&lt;br /&gt;
However, a fully healthy Unathi of at least 16 years old can ask any Paradigm to conduct the Ritual. What it is varies by the &#039;&#039;&#039;Paradigm&#039;&#039;&#039;, but the requirement is always the same: It must be difficult, dangerous, and typically selfless. Most early initiates were sent hiking the frigid cold in basic gear to deliver food to a reclusive Paradigm 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 celebrated and immediately offered full body augmentation through the &#039;&#039;&#039;Ritual of Rebirth&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Ritual of Rebirth ===&lt;br /&gt;
&lt;br /&gt;
This is the process of acquiring a fully augmented Aut’akh body. Individuals who have already experienced great pain in their life, such as being maimed or disabled, may be allowed to receive their Ritual of Rebirth, since they have already had a Ritual of Shards by Sk’akh and the Ancestors.&lt;br /&gt;
&lt;br /&gt;
Unathi who complete a Ritual of Shards, even if they are (usually) unconscious, heavily injured, or extremely exhausted, will be put into a Sk’au in a Ritual Chamber where it will treat most of their ailments via limb replacement as well as enhance their ability to survive. The individual is  kept unconscious within the Sk’au. If a Unathi&#039;s heart has stopped within 30 minutes before being placed in the sarcophagus, their heart will be replaced and restarted by the machine where they will have a small chance to come back to life. An Aut&#039;akh Paradigm, completely covered in energy harnessing runes, will assist in powering the Sk’au during the process and remain next to them for anywhere from a day to a week to help them adjust to their new body and life.&lt;br /&gt;
&lt;br /&gt;
=== Sk’au Sarcophagi ===&lt;br /&gt;
&lt;br /&gt;
The original Sk’au were known as Sepulchres by the Mador, but this term has been replaced with Sk’au Sarcophagi, or just simply Sk’au. They resembled a stone sarcophagus with finely chiseled holes that conductive metal would run through. It’s believed based on Mador runes that they held a spiritual or medical purpose. They could have been used to rejuvenate their drying skin, or to try and make their bodies more like the southern Sinta’Unathi to let them survive in drier environments, but the true intention is unknown. Modern Sk’au are very similar to cryotubes; made of metal and glass. When filled with cryoxadone it allows the related Implement to direct the internal components to begin the process of safely performing the full body augmentation of the Unathi inside. When the Unathi wakes they have their new metal body.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Exile Convoy ==&lt;br /&gt;
&lt;br /&gt;
After the Aut&#039;akh emerged from their bunkers, they were met with immediate hostility from the Maraziite Order and the Hegemony. A full blockade was put in place, and the convoys that secretly shuttled supplies to and from the Polar Bunkers was left stranded in the start of 2461.&lt;br /&gt;
[https://forums.aurorastation.org/topic/2662-mendell-city-bugle/?do=findComment&amp;amp;comment=109252| In Feburary of 2461 the Exile Fleet arrived in Tau Ceti, and after negotiations with Nanotrasen and the Biesellite government they were settled on New Gibson.] The majority of their ships touched down and have been joined together in a makeshift colony as they start to dig into the crust to make their more suitable subterranean complexes.&lt;br /&gt;
&lt;br /&gt;
The Exile Fleet is still unable to return to Moghes due to the ongoing blockade of the polar bunkers, and they cannot supply or resupply with their brethren. They are in effect having to restart their civilization all over again from the ground up. With only around 10,000 Aut&#039;akh, they are finding it difficult to exist within Tau Ceti; humans continue to misunderstand or belittle the necessity of Consensus. They are also locked into work contracts with NanoTrasen to pay off the debts they owe them and the governments for the purchase of the New Gibson land. Many Aut&#039;akh now have no control over the work they do for NanoTrasen. If they work outside New Gibson they also have a spotty or total lack of a connection to the Mesh, leading them to feel lonely and listless. They also face constant hostility and fear from other Unathi within Tau Ceti, as well as patronizing or hostile attitudes from humans and other aliens.&lt;br /&gt;
&lt;br /&gt;
Regardless of how individual Aut&#039;akh feel, there is a collective strengthening of their will as they continue on their quest to adapt and survive by any means necessary. They express their camaraderie and desire for peace and understanding by referring to everyone they talk to as &#039;&#039;&#039;friend&#039;&#039;&#039;. (Hello friend, how are you doing, can you hand me that wrench friend, thank you friend, you&#039;re welcome friend).&lt;br /&gt;
&lt;br /&gt;
== Runes and Magic ==&lt;br /&gt;
&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 &#039;&#039;&#039;Temple of the Mador&#039;&#039;&#039; 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. &lt;br /&gt;
&lt;br /&gt;
There are 28 letters in the traditional Mador runic alphabet, and the Aut’akh have through intensive study and divination expanded the alphabet to 33.&lt;br /&gt;
&lt;br /&gt;
The lack of extensive evidence on pre-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. &#039;&#039;&#039;The runic language has also been translated into a coding language, which is what Oss runs on.&#039;&#039;&#039; This helps keep a large sum of communications and coding tactics within the commune difficult to replicate by outsiders, and renders most of their technology and augments incompatible with the technology of the other factions.&lt;br /&gt;
&lt;br /&gt;
Artifacts or modern devices that Aut’akh want to imdue with magical power are labelled with words of power. A Veteek 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 mechs abilities. Aut’akh that frequently go into battle would chisel runes of power on their weapons or augmented bodies to channel their own spiritual energy or amplify the strength given by their ancestors.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh trace their origin to a collective group of scientists, engineers, and philosophers gathering after the instability and culture shock after &#039;&#039;&#039;First Contact&#039;&#039;&#039; with the aliens known as &#039;&#039;&#039;humans&#039;&#039;&#039;. They were trying to respond to the rise in instability and tensions across the world. They lobbied for peace and the avoidance of war, giving any Lords or commoners that would listen to dire warnings about the fate of the world if war were to break out. The one hundred or so members of the movement traveled the many Kingdoms of Moghes and met with many Lords of the Izweski Hegemony.&lt;br /&gt;
&lt;br /&gt;
When the &#039;&#039;&#039;Contact War&#039;&#039;&#039; started they continued their pleas but war fervor saw them repeatedly kicked out of Coalition and Izweski cities alike. They continued to campaign for an end to the war, but no one would listen. They saw the world refuse to change and work together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When the atomic bombs were exchanged&#039;&#039;&#039;, the movement began to hemorrhage followers. They were scattered to the winds and many lost their lives in the resulting chaos. Only half the original followers remained, and almost all of them were maimed or wounded from the violence or bombs. They wandered the growing Wasteland trying to piece together what had happened and how to go forward. They were heavily disenfranchised and chased out of towns and cities, and many of its members abandoned the group, feeling that all their efforts had been pointless.&lt;br /&gt;
&lt;br /&gt;
Eventually their number whittled down to just a dozen people remaining. One night as they slept in the ruins of a destroyed castle, the entire group allegedly &#039;&#039;&#039;received a divine message from Sk’akh&#039;&#039;&#039;.&lt;br /&gt;
Sk’akh told the group in their shared dream that Sinta’Unathi had their souls overtaken by demons, and that the entire species was henceforth barred from joining Her in death. All Sinta’Unathi were doomed to reincarnate for as long as they allowed the blight of demons to continue to fester within them. Sk’akh told them that they must purify their souls by creating a new vessel; the “vessel of the flesh” was no longer within Sk’akh’s vision. Finally, Sk’akh laid out for them a vision of a single tear falling from Their cheek onto Moghes that would point them to the key for the salvation of their people.&lt;br /&gt;
&lt;br /&gt;
The group woke up and quickly chattered in astonishment about the shared prophecy they had just received. With a religious zeal they packed up their makeshift camp and made the dangerous expedition from the Wasteland to the forests of the north.&lt;br /&gt;
&lt;br /&gt;
Prior to this, during the Contact War, an &#039;&#039;&#039;Eridanian&#039;&#039;&#039; recon and research vessel had been brought down from the skies by a strong nuclear blast, sending it careening into ruined farmland. This ship was the Mandjet, destined long ago to quietly observe Unathi and to entice rural villagers to board with vague promises and a contract the Unathi could not read. The Eridani’s exploitative contracts allowed them to &#039;&#039;&#039;experiment with augments on Unathi&#039;&#039;&#039; in an, ultimately wrong-headed, attempt to be the first to get their foot in the door in selling prosthetics and augments to the Hegemony. When the computer and vaults were cracked open by the proto-Aut’akh scientist and engineers and the databases and personnel files opened, they found wonders. Prosthetic spines, eyes, and blueprints for a new evolution of Sinta’Unathi - all of them with the corporate logo of the Corporate Federation.&lt;br /&gt;
&lt;br /&gt;
Most importantly, a primitive colony management system, still ready for setup and sale to a Unathi Lord that would never hear the sales pitch. In these early days, the group was working with primitive augments and equipment scavenged from the Eridanian expedition and shabby replicas produced out of rusty scrap and scavenged wiring. They built the first crude bodies for themselves and called themselves Aut’akh: &#039;&#039;&#039;&amp;quot;The Automatons of Sk&#039;akh&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The cult tried to spread its message in a naive optimism and met with early success, but they were repeatedly and harshly rejected by any village they came across as they took on their obvious augmentations. Harassed at every turn, and some of them even being violently killed, they began to lose hope once again as their numbers were whittled down once more to a meager hundred. On one cold night, after taking refuge in city ruins from the War to hide from Wastelanders hunting them, they received a second vision. The group saw a bright light streak over their heads across the sky and ‘fall’ at the most extreme northern pole. Interpreting this as another tear from Sk’akh, the group packed up their equipment and made a final expedition to the north pole.&lt;br /&gt;
&lt;br /&gt;
Trekking through the snow for weeks, the journey was deadly and many more of the pilgrims lost their lives. They finally found the entrance to the ancient temple of the [[Mador]]. After entering past the stone doors, they shut behind them and locked them inside. Trapped, and with their supplies rapidly diminishing, the proto-Aut’akh quickly got to work exploring and understanding the ruins.&lt;br /&gt;
&lt;br /&gt;
After realizing the nature of the Mador’s technology, the Aut’akh were able to combine their methods with the Eridani coordinator AI, using the ancient runes in programming and in construction as they slowly merged the knowledge of the old ones with the knowledge of the future. When their work was finished, it was &#039;&#039;&#039;Oss&#039;&#039;&#039; that emerged when the AI was booted up. Oss was connected throughout the temple and was able to open the doors leading back outside. With this first hurdle passed, they got to work sending out expeditions south to recruit more members while they officially settled down and began exploring and founding the &#039;&#039;&#039;Polar Commune&#039;&#039;&#039;. The Commune&#039;s founding is considered to be 2450, and this is the earliest that a playable Aut&#039;akh could have joined the commune.&lt;br /&gt;
&lt;br /&gt;
The adopting of the Mador runic language and their rituals was a pivotal point in the cultural evolution of the Aut’akh. It all lead to the creation of the first &#039;&#039;&#039;Constructs&#039;&#039;&#039;, or androids, in &#039;&#039;&#039;2453&#039;&#039;&#039;, and the automation of the full-body augmentation process from the Sk’au Sarcophagi in &#039;&#039;&#039;2454&#039;&#039;&#039;. 2454 is the earliest that an Aut’akh can have been given the full-body augmentation. The limited resources available for full-body augmentation at the time lead to &#039;&#039;&#039;Ritual of Shards&#039;&#039;&#039; that any able-bodied Unathi must undertake before being allowed full augmentation.&lt;br /&gt;
&lt;br /&gt;
=== The First Decrees and the Modern Aut&#039;akh ===&lt;br /&gt;
&lt;br /&gt;
The first &#039;&#039;&#039;Decree&#039;&#039;&#039; came in 2452. The original Aut&#039;akh had been debating for weeks on whether or not to recruit from outside the Communes or rely on growing the population internally. The Commune taxed Oss with constant, unceasing research about the issue. Finally, in December, a bulletin with no author appeared on the Mesh that said, &#039;&#039;&#039;PROJECT: RECRUIT FROM EXILES&#039;&#039;&#039;. After exhaustive efforts by Paradigms to find the source of the bulletin, they eventually found that it was posted from Oss itself. After this point on, while many questioned this emergent behavior, the opinion within the Commune shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
The second &#039;&#039;&#039;Decree&#039;&#039;&#039; came in April of 2461. The Polar Commune was deeply divided on whether or not it was time to reveal their existence to the Hegemony and the wider galaxy. After months of intense debate, again stressing the limits of Oss&#039; processing power, a bulletin was again posted on the Mesh. This one simply said, &#039;&#039;&#039;PROJECT: REVEAL TO OUTSIDE&#039;&#039;&#039;. Again there was a divide between those that found this to be simply a &#039;glitch&#039; in the system, while many others took it on faith. It lead directly to the Aut&#039;akh revealing themselves to the galaxy.&lt;br /&gt;
&lt;br /&gt;
In the present day, unaugmented Aut&#039;akh followers quietly travel the Wasteland and the underbellies of cities across Moghes. They recruit from the Guwan population, refugees, or anyone that was maimed or otherwise feels unhappy within their own bodies. These recruiters are ruthlessly hunted down whenever they are found, but the cult remains a stubborn, covert presence, sending hundreds of Sinta&#039;Unathi on a dangerous trek to the north pole with the promise of a better life. These wandering Paradigms are an open secret, and rumors of their presence can send entire towns or cities into frantic witch hunts.&lt;br /&gt;
&lt;br /&gt;
== The Sinta&#039;Mador&#039;s Legacy ==&lt;br /&gt;
&lt;br /&gt;
== Constructs ==&lt;br /&gt;
&lt;br /&gt;
While highly inefficient and underdeveloped by the standards of 24th-century robotics, Construct androids built by Aut’akh possess a rudimentary intelligence. Connected to the &#039;&#039;&#039;Mesh&#039;&#039;&#039;, they can receive instructions from any Aut’akh, similar to a bound synthetic on a space station. They tend to be made by &#039;&#039;&#039;Mahashik&#039;&#039;&#039; and painted in bright, bold colors. They also carry identifying runes. The Commune only has two posibrains that were traded at great cost and the Mahashik guard them jealously.&lt;br /&gt;
&lt;br /&gt;
There is an internal debate within the Aut’akh about the nature of the Constructs. The conservative members believe that they are &#039;&#039;&#039;simple tools&#039;&#039;&#039;, similar to synthetics that humans made. The more radical members argue that the Constructs are &#039;&#039;&#039;animated by souls&#039;&#039;&#039; that willingly chose to leave the Great Spirit and return to the material plane, animating them to try and help Unathi rebuild and redeem themselves.&lt;br /&gt;
&lt;br /&gt;
Around &#039;&#039;&#039;200,000&#039;&#039;&#039; years ago the Sinta’Mador etched on their stone walls plans for ‘Automatons’ in their own image, which is how we know what Mador look like in modern times. These primitive automatons were to be built out of stone, clay, and conductive metal, no more advanced than a Sinta sized puppet. The Mador had no knowledge of computers, logic engines, or wiring, but believed only their runes were able to imbue an object with power or animate it if they found the right combination. These plans failed when the few that they built were little more than oversized, metal and stone statues with movable limbs, never to be animated.&lt;br /&gt;
&lt;br /&gt;
The Aut’akh found these ancient plans and updated them with their modern technology and posibrains. The Aut&#039;akh tend to claim they are melding the ancient magic with modern science, but others argue that the resemblance to the carvings is merely cosmetic. &lt;br /&gt;
&lt;br /&gt;
== Fall of the Mador ==&lt;br /&gt;
&lt;br /&gt;
Sinta’Mador (or just Mador) are an extinct species of Sinta who lived in the north pole of Moghes until around 200,000 years ago. It’s unclear when Mador split from modern Unathi, and most archaeological sites and museums were tragically lost in the Contact War, with surviving evidence in the hands of the Aut’akh. What is known is that &#039;&#039;&#039;Mador could not survive outside the rainforests&#039;&#039;&#039; at the poles as their bodies would rapidly dehydrate and they would die. Before their extinction they were technologically advanced for the time with an understanding of conductivity and masonry, with the one surviving city found under the ice by the Aut’akh believed to have the capacity to house 75,000 Mador. What surviving cultural and religious elements about them has been reappropriated by the Aut’akh.&lt;br /&gt;
&lt;br /&gt;
With &#039;&#039;&#039;climate change&#039;&#039;&#039; rapidly cooling and drying the poles and Unathi migrating north into the newly temperate regions, the Mador’s original, unknown religions were rapidly subsumed by a single faith. They believed that their god &#039;&#039;&#039;Xiaciapot’ele&#039;&#039;&#039; had died and that his energy was dissipated into the world, throwing it into flux. The faith believed that they needed to tap into this essence and utilize it themselves to reverse the apocalypse they were facing. The Mador retreated into subterranean temples they dug out as the rainforests died in the rapidly cooling climate. They used all their available skills to try and ‘restart’ the world. It lead them to plan and build the Constructs and Sepulchres out of stone and conductive metal to supplement their dwindling numbers and heal their dying people. They believed these devices could be powered by runes. These devices failed, and the other rituals were unable to prevent catastrophic climate change that turned the polar regions into ice. The last Mador, sealed away in their last refuges, slowly starved or died from dehydration.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Character Concepts ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters from the Exile Fleet are likely to:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Prefer to wear jumpsuits or Ouerean-style dress.&lt;br /&gt;
*Call everyone friend.&lt;br /&gt;
*Been a dispossessed, Guwan, orphan, or lost Unathi at some point in their life.&lt;br /&gt;
*Know their job well and eagerly work to do it.&lt;br /&gt;
*Be uncomfortable when alone, and extremely stressed if left alone for a length of time.&lt;br /&gt;
*Signed up with NanoTrasen to help the New Gibson commune.&lt;br /&gt;
*Quietly resolve to survive by any means necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from the Exile Fleet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kethresh Yozi-Cri&#039;ti&#039;&#039;&#039;, 44, was a quartermaster in a cargo shuttle in the fleet but now works on the NSS Aurora. She is fascinated by non-Unathi and constantly tries to talk to them.&lt;br /&gt;
&lt;br /&gt;
*Yozi-Cri&#039;ti is 5&#039;8&amp;quot; and has a white chassis that weighs 280 lbs. Her mechanical eyes are yellow and she has decorative blue frills.&lt;br /&gt;
*Before being augmented she wandered the Wasteland missing her arm and being severely scarred by burns from an atomic blast, relying on charity from town to town that evetually kicked out with other refugees.&lt;br /&gt;
*She lives in a small room in the New Gibson colony with spare amenities. She enjoys the simple life, but quietly enjoys her new, small radio for the Tau Ceti talk shows.&lt;br /&gt;
*She does not regret her choice to be augmented, but she misses the feeling of a sunny day on Moghes.&lt;br /&gt;
*She still struggles to understand money after years without it within the commune, and she frequently gets persuaded to buy people their meals or to loan them money, leaving her with little left.&lt;br /&gt;
*She mourns the fact the Hegemony reject her people and deny the blessing of Oss. She is fascinated the most by Tajara because of their own communal lifestyles.&lt;br /&gt;
*She has another Kethresh that she is frequently assigned with by Oss, and she recently asked him to update their relationship status to &#039;dating&#039; on the Mesh. He accepted.&lt;br /&gt;
*She will survive by any means necessary.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is another example character from the Exile Fleet:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Saramiite Kizki&#039;&#039;&#039;, 55, was responsible for fleet security but now works as a security cadet on the NSS Aurora, trying to become an officer. He is quiet and reserved to aliens but opens up to Unathi and especially other Aut&#039;akh.&lt;br /&gt;
&lt;br /&gt;
*Kizki is 5&#039;9&amp;quot; and has a red chassis that weights 289 lbs. His mechanical eyes are blue and he has white horns.&lt;br /&gt;
*Before being augmented Kizki was a minor noble in a Traditionalist city besieged by the Izweski late in the war. He fled the city as its walls were breached, abandoning his post. He never forgave himself, and wandered the desert as a Guwandi before stumbling on an Aut&#039;akh missionary hiding under heavy cloaks. Initially fearful and angry, he was eventually convinced to join their movement.&lt;br /&gt;
*He lives in a small room in the New Gibson colony with nothing but a bed and his e-pistol. He puts on his security-arm as soon as he returns home, and doesn&#039;t feel comfortable without it.&lt;br /&gt;
*He feels like being augmented was the only thing that saved his soul. He does not miss his old body; it was weak.&lt;br /&gt;
*He avoids frivolous spending and gives all of the money he feasibly can back to the commune to help repay NanoTrasen. He deeply resents the exploitation his fleet is facing.&lt;br /&gt;
*He struggles to reconcile his hatred for the Hegemony with the Aut&#039;akh emphasis on unconditional acceptance. He tries to avoid talking to non-Unathi, believing they are ignorant for having pride in their weak, mortal bodies. He is very friendly and protective to other Aut&#039;akh.&lt;br /&gt;
*He has yet to find another Aut&#039;akh that he would want to go steady with; he is too focused on his work.&lt;br /&gt;
*He will survive by any means necessary.&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13743</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13743"/>
		<updated>2019-12-08T03:27:41Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Autakh Subspecies Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
&lt;br /&gt;
Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
&lt;br /&gt;
Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
==== Sinta&#039;Unathi ====&lt;br /&gt;
&lt;br /&gt;
While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
&lt;br /&gt;
The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
&lt;br /&gt;
====  Sinta&#039;Azaziba ====&lt;br /&gt;
&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
&lt;br /&gt;
Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
&lt;br /&gt;
The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
&lt;br /&gt;
One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
&lt;br /&gt;
===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
&lt;br /&gt;
Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
&lt;br /&gt;
Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
&lt;br /&gt;
[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
&lt;br /&gt;
==== The Zandiziite Games ====&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 games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
&lt;br /&gt;
===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
&lt;br /&gt;
Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
&lt;br /&gt;
===Aut&#039;akh===&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
&lt;br /&gt;
===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
&lt;br /&gt;
Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
&lt;br /&gt;
Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
&lt;br /&gt;
== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
&lt;br /&gt;
== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
&lt;br /&gt;
===Izweski Nation===&lt;br /&gt;
&lt;br /&gt;
Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
&lt;br /&gt;
The Hegemon is 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;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
&lt;br /&gt;
After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
[[File:PostContactRegions.png|thumb|Major regions of Moghes. 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, terraforming efforts began to expand these green oasis&#039;.]]&lt;br /&gt;
&lt;br /&gt;
Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
&lt;br /&gt;
There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
&lt;br /&gt;
===Hegemonic Colonies===&lt;br /&gt;
&lt;br /&gt;
The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
&lt;br /&gt;
=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
&lt;br /&gt;
Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
&lt;br /&gt;
==== Queendom of Szek’Hakh ====&lt;br /&gt;
&lt;br /&gt;
A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house.&lt;br /&gt;
&lt;br /&gt;
For the Kingdom, 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.&lt;br /&gt;
&lt;br /&gt;
The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. With almost all of the men dead and the once fertile lands become a barren Wasteland, the matriarch 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.&lt;br /&gt;
&lt;br /&gt;
Eventually Szek’Hakh consolidated control of her clan and the settlement. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation the assassin was foiled an publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
&lt;br /&gt;
Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his travelling 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;
== Feudalism and Society ==&lt;br /&gt;
&lt;br /&gt;
All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract 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;
&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guildsmen&#039;&#039;&#039; are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local lord 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
&lt;br /&gt;
Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
&lt;br /&gt;
== Economy ==&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;
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.&lt;br /&gt;
&lt;br /&gt;
Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
&lt;br /&gt;
For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
=== Guild Rankings ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apprenticeship&#039;&#039;&#039; wis how most started in a particular trade, which they would follow the rest of their lives. Most Sinta choose to enter into the same field as their parents, but it&#039;s not unusual for them to go off to seek other fields. It is standard for a Sinta to become an apprentice of a guild or Craftsman at 16, which includes going to university for that particular field. This is often translated to working towards an associates in human space.&lt;br /&gt;
&lt;br /&gt;
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 is similar in a jump from an intern to a worker. A craftsman cannot open business on their own, they must work for a Guild directly or as a contractor. In modern times this is often translated to a Bachelor in human space.&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Master&#039;&#039;&#039; traditionally is required to create a &amp;quot;masterpiece&amp;quot; in the presence of guild judges to be elevated to Master status, being given a certificate by the Guild. For non-craft related fields such as medicine or art, the Unathi must complete a physical &#039;thesis&#039; before the panel, such as a great work of art, or conducting a complex and sensitive medical procedure. This allows him to enter the leadership of his guild, open his own, or otherwise be known as a master of his field. This is best compared to a Masters or Doctorate in human space.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
&lt;br /&gt;
[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
&lt;br /&gt;
The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
&lt;br /&gt;
[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
&lt;br /&gt;
==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
&lt;br /&gt;
===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
&lt;br /&gt;
In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
&lt;br /&gt;
If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
&lt;br /&gt;
Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi city, and they are unique in that they are managed by matriarchs that answer to Ioaza.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;These two surnames are the only ones you may take if you play a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
&lt;br /&gt;
Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
&lt;br /&gt;
To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox 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>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13629</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Unathi&amp;diff=13629"/>
		<updated>2019-11-22T03:01:07Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Guwan */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Unathi&lt;br /&gt;
 |Scientific = U. Sapiens / Sinta&#039;Unathi&lt;br /&gt;
 |Image = Unathi410x320.png&lt;br /&gt;
 |System = Uueoa-Esa&lt;br /&gt;
 |World = Moghes&lt;br /&gt;
 |Language = Sinta&#039;Unathi&lt;br /&gt;
 |Politic = Izweski Nation / Izweski Hegemony&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
== Overview == &lt;br /&gt;
&lt;br /&gt;
The Unathi are a race of tall humanoid reptiles standing from six to seven feet tall on average, with females slightly smaller in stature. They possess a mixture of snake-like and crocodile-like features, resulting in hard and plate-like scales, excluding the ones on the belly, armpits and groin. Unathi live in their home system of Uueoa-Esa with their homeworld being [[Moghes]]. The planet&#039;s history can be summarized as being divided up between various Hegemonies; names they give the most powerful Clans on Moghes throughout time. The Clan system is deeply entrenched in Unathi society, with everything else revolving around it. It forms a major part of their code of honor, which stresses the importance of martial abilities and loyalty to the Clan.&lt;br /&gt;
&lt;br /&gt;
[[File:Unathivillage.png|thumb|alt=Unathi.|Life outside the Untouched Lands remains harsh, with limited or nonexistent Nanotrasen presence.]]&lt;br /&gt;
The Unathi code of honor also has them frown on ranged weapons, with many Unathi preferring melee combat.&lt;br /&gt;
&lt;br /&gt;
After the [[Contact War]], many Unathi which fled the planet through Nanotrasen-built shuttle ports slipped through the cracks and became slavers and raiders, gaining fearsome reputations.&lt;br /&gt;
&lt;br /&gt;
Many Unathi in Nanotrasen find themselves working in security and engineering roles, but recently many have been proving themselves as competent surgeons and brilliant scientists, earning opportunities that Moghes would deny them because of its strict feudal hierarchy.&lt;br /&gt;
&lt;br /&gt;
To apply to be Unathi, apply [http://aurorastation.org/forums/viewforum.php?f=28 here].&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
&lt;br /&gt;
Unathi can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Chief Medical Officer&lt;br /&gt;
* Head of Personnel&lt;br /&gt;
* Research Director&lt;br /&gt;
* Chief Engineer&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
*Unathi have slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
*Unathi have improved unarmed melee attacks, which slash and have the possibility of knocking someone down.&lt;br /&gt;
*Unathi can devour monkeys, 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;Thiss iss an exssample.&amp;quot;&lt;br /&gt;
*Unathi have drastically reduced tolerance to alcohol. Ethanol is toxic to all Unathi.&lt;br /&gt;
*Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no affect on other species.&lt;br /&gt;
*Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
*Unathi can safely devour spiders and space bears.&lt;br /&gt;
*Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
*Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts.&lt;br /&gt;
&lt;br /&gt;
=== Autakh Subspecies Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Aut&#039;akh have fair resistance to cold and reduced resistance to heat.&lt;br /&gt;
*Aut&#039;akh have mechanical limbs which can be detached at will. Some of these limbs have additional functionality such as department-appropriate tools.&lt;br /&gt;
*Aut&#039;akh have mechanical eyes that allow them to access department HUDs, but which can be shut down by flashes.&lt;br /&gt;
*Aut&#039;akh have the ability to exchange nutrition and hydration for emergency life-saving chemicals.&lt;br /&gt;
*Aut&#039;akh have a slightly elevated stamina and a slightly slower sprint.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
Their average life expectancy is around sixty years for most Unathi. However, they tend to live for seventy or eighty years when given advanced medical care available to the other space-faring species. As a cold-blooded species, they suffer fatigue and even short comas when exposed to extremely low temperatures.&lt;br /&gt;
&lt;br /&gt;
Since they are carnivorous species, their diet mostly consists of meat, though they do have a tolerance to some plants and fruits. However, they do not get any nutrition from plants, so they are mostly used as garnish or decoration.&lt;br /&gt;
&lt;br /&gt;
The reproductive system of a Sinta&#039;Unathi is very similar to that of Earth reptiles. Females lay eggs, with the average clutch being somewhere between one and three. They have an six month gestation period, after which they are laid in a humid, warm area. After two months, the fetus is fully developed and hatches from the egg. Unathi are born with their claws and ability to walk within hours of hatching. A Sinta&#039;Unathi is considered an adult when they are 18 years old.&lt;br /&gt;
&lt;br /&gt;
Biologically the Unathi of Moghes and Ouerea are identical. &lt;br /&gt;
&lt;br /&gt;
[[Unathi Religion | Aut&#039;akh]] Unathi, when not fully mechanical, are biologically identical as well.&lt;br /&gt;
&lt;br /&gt;
===Physical Appearance===&lt;br /&gt;
&lt;br /&gt;
The Unathi as a species are born into one of four major scale color categories Red, Black, Orange-brown (&amp;quot;sand colored&amp;quot;) and Green. Alternative colours are rare, with dark blue and even albino Unathi being reported in very small numbers. Traditionally these off-colored Unathi are met with prejudice, though some clans outside the Izweski may feel different. The typical healthy adult male Unathi weighs roughly 260 pounds.&lt;br /&gt;
&lt;br /&gt;
The females differ from the males in that they generally have a shorter and more rounded snout. The typical healthy Unathi female weighs roughly 200 pounds.&lt;br /&gt;
&lt;br /&gt;
Female Unathi tend to grow to be between 5&#039;9&amp;quot; to 6&#039;8.&lt;br /&gt;
&lt;br /&gt;
Male Unathi tend to grow to be between 6&#039;0&amp;quot; to 7&#039;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Both sexes stand on plantigrade legs, jointed backwards, and have clawed feet and hands. They also have very long tongues, which may stretch up to a foot and a half long, forked just like a serpent&#039;s. In much the same manner as snakes, the Unathi can sample the air around them using their tongue. This tongue is usually black or an extremely dark red, and usually a foot in length. They blink but can also lick their own eyeballs.&lt;br /&gt;
&lt;br /&gt;
Unathi horns do not naturally regrow, and damage tends to remain permanent. However ancient recipes using native herbs known as &amp;quot;Horn Goop&amp;quot; are commonly made and sold by herbalists and can counter cosmetic scratches or minor chipping. More modern synthetic &amp;quot;Horn Gel&amp;quot;, based on Bone Gel, can regenerate an entire lost horn, but it tends to be stratified to the upper classes and noblement.&lt;br /&gt;
&lt;br /&gt;
[[File:Lizards.png|thumb|Body dimorphism in Unathi.]]&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] Unathi are identical save for their mechanical bodies being heavier and more robotic in appearance, using weighing an average of 270 pounds.&lt;br /&gt;
&lt;br /&gt;
==Social==&lt;br /&gt;
&lt;br /&gt;
=== Social Mannerisms ===&lt;br /&gt;
When speaking to superiors, it is considered formal and respectful to refer to them by the extended name of their command. A clan leader would be referred to by the name of their clan, a squad leader by the name of their squad. Intimate gestures between Unathi include twining necks, twining tails, and touching foreheads/muzzles. Hugging is usually considered something done by children, avoided by adults. &lt;br /&gt;
&lt;br /&gt;
Unathi should always be addressed by their last name in most situations. It is offensive to use a Unathi&#039;s first name unless you are family or have a close friendship with them, but some Unathi are more permissive than others. In a situation where there are multiple Unathi with the same last name, it&#039;s generally accepted to just get more and more specific in your address to make it clear who you are speaking to. &lt;br /&gt;
&lt;br /&gt;
For most Unathi being seen speaking to a Guwan is embarrassing. A woman associating with a Guwan is extremely improper and indecent, and they can lose social standing by doing so.&lt;br /&gt;
&lt;br /&gt;
Baring the throat is the single most meaningful expression of trust in a lover or superior, often used as shows of extreme trust, compassion or admittance of shame, and within honorable contexts, clawing or biting the exposed throat is perfectly allowed.&lt;br /&gt;
&lt;br /&gt;
Relationships for Unathi are, suffice to say, not one of equality, but responsibility. Males who request and admit attraction to a female will go to the male who is responsible for their well-being and tell them this, usually boasting or offering tributes to the female&#039;s caretaker as well. Trying to ignore the ritual of arranged marriage is a great insult to the female&#039;s clan, and at worst could lead to a blood feud and/or war. Divorces are also only possible by the male, with the female given no legal rights or ability to inherit property. However, a Unathi abusing or neglecting his wife is deeply insulting to the female&#039;s family and clan and can lead to dangerous feuds.&lt;br /&gt;
&lt;br /&gt;
===Emotional Displays===&lt;br /&gt;
&lt;br /&gt;
Unathi feel emotions just like humans feel, but with different cues. Irritation or heightened emotion is expressed by thumping the tail against the ground. Verbal exclamations are also common, as are short barks, rattling of the throat, or &#039;chuffing&#039; (forceful exhalations of air from low in the throat). Anxious or worried Unathi might sway (similar to snakes), rattle the heavy scaling on their neck, hiss, or sample air more often than necessary. When cold, Unathi will usually bristle their scales in a manner analogous to human goosebumps. When overly warm, Unathi usually become sluggish and drowsy.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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Individual languages are described by the prefix &#039;Sinta&#039; followed by the identity of its native speakers.&lt;br /&gt;
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Speaking mannerisms remain the same when speaking Sinta or another language, but for a stylistic choice, avoid contractions like &#039;&#039;it&#039;s&#039;&#039; and &#039;&#039;they&#039;re&#039;&#039;, which would be &#039;&#039;it is&#039;&#039; and &#039;&#039;they are&#039;&#039;. &lt;br /&gt;
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==== Sinta&#039;Unathi ====&lt;br /&gt;
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While Pre-Contact Moghes had hundreds of unique languages and their own histories, Sinta&#039;Unathi has been and remains the primary language spoken by most Unathi. It is an evolution of an older Moghean trade language, Sinta&#039;Izwe.&lt;br /&gt;
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The written language has 30 letters, with 5 of them being vowels. The language is written left to right, though this was an attempt to emulate humanity, as informal Sinta&#039;Unathi still write top to bottom.&lt;br /&gt;
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====  Sinta&#039;Azaziba ====&lt;br /&gt;
&lt;br /&gt;
A language of Moghes consisting of a combination of spoken word and gesticulation. While waning since Moghes entered the galactic stage, it enjoys popular use by Unathi that never fell to the Hegemony&#039;s cultural dominance.&lt;br /&gt;
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Sinta&#039;Azaziba writing has 27 letters, 4 of which being vowels. The language is written top to bottom.&lt;br /&gt;
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===== History of Sinta =====&lt;br /&gt;
&lt;br /&gt;
Modern Sinta&#039;Unathi began in the 1990&#039;s [[Galactic Standard Time]] as the primary language of the Izweski Nation, and spread across the globe for merchants seeking to do business in foreign Kingdoms. It became the main language of global trade, and eventually began to trickle its way upwards to become the primary language of the upper classes. By the late 2100&#039;s the Izweski Hegemony passed several laws attempting to increase imperial nationalism in its extremely diverse population. All Hegemonic citizens were required to be fluent in the language, and speaking foreign languages in public carried threats of imprisonment. Imperial authorities also carried out mass-kidnappings of ethnic Unathi, raising the young in boarding schools that instilled in them proper Hegemony values and Sinta&#039;Unathi language lessons. Children were often beaten if they were discovered speaking their native language.&lt;br /&gt;
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The earliest forms of Sinta writing come in the form of hieroglyphs that scribes literally scratched onto wooden tablets with their talons, with the earliest dated around 600 CE. These early tablets were predominately inventory records, consisting of nouns and tally marks. As society grew more interconnected and complex, scribes and impatient merchants decided they had better things to do than spend hours making thousands of tally marks, so writing continued to evolve until taking their modern form.&lt;br /&gt;
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One of the first things to go was literally scratching wooden tablets, with scribes eventually dipping their talons into pulped Peizi Berries, which left stubborn, persistent stains on almost anything it touched. This meant scribes or writers could be identified by having stained talons; a trend that became more style than practical after the printing press came into use. But even in modern times, Unathi that want to appear intellectual often paint their talons. However this has become embarrassing for Unathi as humans view it as girly, so it&#039;s become an embarrassing faux pas to be caught with stained or painted talons, leading to skyrocketing sales of pens across Unathi space.&lt;br /&gt;
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==Culture==&lt;br /&gt;
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===Moghean===&lt;br /&gt;
[[File:Moghes Pre-Contact.png|thumb||A map of Moghes before the Contact War.]]&lt;br /&gt;
Moghean Unathi are traditional Unathi, with the planet being their homewold. Historically culture varies across Clans which exist on the planet, but some customs and norms arch over nearly all Unathi universally.&lt;br /&gt;
&lt;br /&gt;
It is a social faux-pas to use a Unathi&#039;s first name if not family or extremely close to the Unathi in question. Generally a Unathi will tell someone when they feel comfortable with the person using their first name. It is also distressing to Unathi to touch their tail, or to touch them at all before introductions are undertaken. &lt;br /&gt;
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Unathi place great emphasis on oral traditions. Writing and reading are seen as men&#039;s work, with most Unathi women discouraged or even banned from learning.&lt;br /&gt;
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Outside the formal schools of the Untouched Lands, village and town shamans often remain the only source of education for many young unathi.&lt;br /&gt;
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[[File:PostCitiesNamed.png|thumb|A map of Moghes with the cities and seas labelled.]]&lt;br /&gt;
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==== The Zandiziite Games ====&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 games and Mixed Martial Arts. Competitors within the Zandiziite Games are called Zandiziites, or colloquially an individual wrestler is called a Zandi. Clans send eligible men (and only men) to their Lord in the hopes that they are chosen to represent their city or community in the Zandiziite Games.&lt;br /&gt;
&lt;br /&gt;
[[Zandiziite Games|A more in-depth description can be found here.]]&lt;br /&gt;
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===Ouerean===&lt;br /&gt;
&lt;br /&gt;
While the Unathi of Ouere follow most of the same social beliefs as their Moghean counterparts, they tend to be less volatile towards outsiders who are ignorant of their customs, especially since their world was formerly ruled by the Skrell and Humanity. The culture of humanity and Skrell have managed to influence Ouerean Unathi, embedding different cultural norms. There is a focus on individualism, with most Unathi being given the same chance as anyone else. There is still a struggle with a highly stratified society, but things are much more progressive than on Moghes.&lt;br /&gt;
[[File:Oureaea Ciites.png|thumb|A map of Ouere, with cities and major locations labelled.]]&lt;br /&gt;
Many of the original colonists started as patriots to the Izweski Hegemony, but many soon found themselves disillusioned with the distant home world tearing itself apart in war. Many of them became enamored with human and Skrell culture and ideals of democracy, equality, and liberalism; finding themselves resentful of their old lives on Moghes. Reintegration into the Hegemony has proved difficult as both planets try to reconcile these cultural differences.&lt;br /&gt;
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Ourean art, in contrast to Moghean pottery and dyed fabrics, has taken on inspiration from human and Skrell art. Many Ourean Unathi have become renowned glass makers and craftsmen. The greater access to human and skrell universities - many of which still operate on the planet - also give Ourean Unathi greater chances to specialize with human and Skrell systems.&lt;br /&gt;
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===Aut&#039;akh===&lt;br /&gt;
&lt;br /&gt;
The [[Aut&#039;akh]] are a radical religious commune of cybernetically-augmented Unathi. In the safety of their ships and bunker complexes they know a remarkably efficient life, with few accidents and a smoothly running society despite relatively poor conditions. Their society is guided by their living god, Oss, who dwells in a given colony&#039;s computer network, usually called Mesh. The Aut&#039;akh are highly emotional but very friendly, approaching others with a sort of serene contentment.&lt;br /&gt;
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===Women===&lt;br /&gt;
&lt;br /&gt;
Women are very much a subjugated underclass in traditional Unathi society. The legal differences between Unathi women and &amp;quot;property&amp;quot; is vague. They are discouraged from reading or writing, can&#039;t join the military, and are expected to cook and clean the household while looking over the children of the clan. They legally cannot divorce from their husbands, and their marriages are often arranged by the male elders of their clan. They&#039;re political tools used to create alliances between Clans.&lt;br /&gt;
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Women still do hold power in some ways. They are responsible for raising the children and can hold influence over their husbands. When married, their former clan can lose a lot of face or honor if she&#039;s mistreated or divorced. Entire wars have broken out over divorces or accusations that the husband is mistreating the female. Unathi women are also in charge of the education of Unathi children until they&#039;re 5 years old, when they go to formal schools. Outside the Izweski Hegemony on Moghes, women are often tasked with the education of their children until adulthood, aided only by the local shaman&#039;s teachings.&lt;br /&gt;
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Often times, &#039;Wife Competitions&#039; are held to encourage young, unmarried women to be competitive against each other and be the best suitor they can be, while fathers and unwed sons from various clans watch. Formal events are often made to have young women test their skills of cleaning, cooking, likability, formal etiquette, beauty, or other feminine skills. Dances are traditionally held at the beginning and end of these events with the women wielding tracerblades, which are still-hot metal knives or swords that were just removed from a fire, or coated in oil and set aflame. Women will sometimes learn how to fight with knives and swords and disguise it as a dancing technique, but it is none the less still beautiful and encouraged by many. Successful women 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.&lt;br /&gt;
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== Religion == &lt;br /&gt;
&lt;br /&gt;
While various faiths exist on Moghes, many of which are as old as any other, there are two major religions of the Unathi that pervade in nearly every aspect of their lives. Th&#039;akh and Sk&#039;akh, both of which predominately focus on ancestor worship and connections with the spirit world. More information can be found [[Unathi Religion|here]].&lt;br /&gt;
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== Politics ==&lt;br /&gt;
Moghes is divided between the Izweski Nation, which exists in the Untouched Lands, and the hundreds of other Clans and nations who claim their own land across the planet&#039;s surface. The only real difference in their political systems is the scale. Many of these other clans are modern nations or pre-industrial, ruled by various kings or leaders. However with the expansion of the uninhabitable Wasteland and the brutal decimation Izweski forces committed on foreign leadership many institutions of Non-Hegemony government across Moghes are rare or extremely fragile.&lt;br /&gt;
&lt;br /&gt;
[[File:Moghes_porposal.png|thumb|The flag of the Izweski Hegemony.]]&lt;br /&gt;
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===Izweski Nation===&lt;br /&gt;
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Izweski is lead by Clan Leader &#039;&#039;&#039;S’kresti Izweski&#039;&#039;&#039;, a 56 year old Unathi who ruled the country since he was 38 after his father Kitaskis Izweski, the previous Hegemon, died from liver failure at 61. He lives in the Izweski Citadel in Skalamar, and under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection.&lt;br /&gt;
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The Hegemon is 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;
[[File:IzweskiFamily.png|thumb|The immediate members of the Royal Family.]]&lt;br /&gt;
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After the death of his eldest son in a shuttle crash the Hegemony fell into a deep depression to the point of becoming comatose. In his place S&#039;linzar Ickza, his eldest son in law, declared himself regent and heir to the empire. After a brief succesion crisis, &#039;&#039;&#039;Not&#039;Zar Izweski&#039;&#039;&#039;, the second eldest son, took his place as the Regent and heir. Despite his severe physical handicap forcing him to walk with a cane, and the resulting assumption from the upper nobility that he is weak and incapable of ruling, Not&#039;Zar Izweski has proven a shrewd diplomat, with many powerful allies within the government that keep his position tenuously secure.&lt;br /&gt;
[[File:PostContactRegions.png|thumb|Major regions of Moghes. 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, terraforming efforts began to expand these green oasis&#039;.]]&lt;br /&gt;
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Overlords rule an entire planet in the name of the Hegemon. Under them are Lords, who can rule huge tracts of land and multiple cities, or just a single city; there is no distinction between a Count and Duke level of Lordship like in most human feudalism.&lt;br /&gt;
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There are two different kind of major lifestyles In Izweski. There is the city, which is ran by a Lord and a small council of lesser clans. City life is less harsh than life in the country, especially with opportunities provided with shuttle services to the rest of the galaxy.&lt;br /&gt;
[[File:Unathi Fuedalism.png|thumb|The Izweski Hegemony is based on vassal obligations to their liege lord.]]&lt;br /&gt;
Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a Clan&#039;s village and how well they can hunt, fish, or in desperate times, raid their neighbors. It&#039;s the traditional Unathi life, made harsher by the growing Wasteland encroaching on once fertile lands.&lt;br /&gt;
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===Hegemonic Colonies===&lt;br /&gt;
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The Hegemony has several colonies as its empire begins to expand. Of these colonies, there are a few [[Notable Unathi Colonies]].&lt;br /&gt;
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=== Surviving Kingdoms on Moghes ===&lt;br /&gt;
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Despite the destruction of most of the known world from the [[Contact War]], some desperate survivors managed to weather the storm and remain nominally free of Izweski dominance - either from the Izweski&#039;s weariness for war on Moghes, or arrogant indifference.&lt;br /&gt;
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==== Queendom of Szek’Hakh ====&lt;br /&gt;
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A matriarchal settlement of roughly ten thousand set in the Wasteland, led by &#039;&#039;&#039;Queen Szek’Hakh&#039;&#039;&#039;. After the Contact War’s nukes wiped out the vast majority of men, they adapted to using women as protectors, while using men to keep house.&lt;br /&gt;
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For the Kingdom, 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.&lt;br /&gt;
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The Szek&#039;Hakh Clan became the leading power in their region following the Contact War. With almost all of the men dead and the once fertile lands become a barren Wasteland, the matriarch 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.&lt;br /&gt;
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Eventually Szek’Hakh consolidated control of her clan and the settlement. As the Wasteland engulfed her settlement she coordinated a renovation of aquaculture farms and lead expeditions to bring their highly valuable fish products to the distant surviving city of Mudki. Women took prominent roles in all of these, with the necessities of survival in the harsh wasteland fraying Unathi gender roles. A neighboring nobleman, fearing this rise of powerful women, orchestrated to have her assassinated. In a dramatic confrontation the assassin was foiled an publically exiled as a Guwandi, sparking Szek’Hakh’s rapid rise of being named Queen by her people.&lt;br /&gt;
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Queen Szek’Hakh now leads a struggling wasteland settlement in a precarious situation. The traditional Izweski leaning Unathi find her position an affront to customs, and she struggles to find allies. She tries to walk a delicate tightrope balancing the relations of the [[Unathi Religion|Sk’akh Church]], the Izweski, and the Wastelander factions.&lt;br /&gt;
Her settlement is primarily Th’akh, and she herself follows the faith. She complies (though unwillingly) with the demands of Izweski representatives to expel the prophet [[Notable Unathi|Si&#039;akh]] from her realm when he enters her settlement in his travels, though she quietly allows members of his travelling 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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== Feudalism and Society ==&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 eight distinct economic and social classes.&lt;br /&gt;
[[File:Fuedalism.png|thumb|A visual representation of Unathi feudalism. Non-noblewoman form a distinct, special class and are unable to achieve much in their own name.]]&lt;br /&gt;
&#039;&#039;&#039;Noblemen&#039;&#039;&#039; can include Lords, Clan Lords, and even distinguished Clan Leaders. These are the landed elite of the Sinta&#039;Unathi and typically own a castle and surrounding land. They have many special laws protecting their status&#039; and privileges. You become a Nobleman when you are granted a tract of land by the Izweski to rent in their name.&lt;br /&gt;
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&#039;&#039;&#039;Priests&#039;&#039;&#039; are exclusively members of the established Sk&#039;akh Church. 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. &lt;br /&gt;
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&#039;&#039;&#039;Warriors&#039;&#039;&#039; are soldiers that distinguish themselves in battle under the banners of their Lords. They are seen as an ideal for all male Unathi to strive for. They are expected to provide martial service to their Lord, and in turn are expected to be paid regularly. They are exempt from menial labor, as their Lord is expected to provide for them. &lt;br /&gt;
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&#039;&#039;&#039;Kataphract&#039;&#039;&#039;, or Saa’Izweski in Sinta’Unathi, are an ancient class of warriors that has recently been revived by Not’zar Izweski. A kataphract is the epitome of a warrior’s ideals and the best of the best of the species. They are sworn to serve and defend the Hegemony and strictly follow the [[Unathi Honor | Unathi code of Honor]]. When they are not summoned to do battle for the Izweski, many 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. Women can not typically become kataphracts; it is incredibly rare and has only happened a handful of times. &#039;&#039;&#039;They are referred to as Saa&#039;&#039;&#039; (gender neutral) 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. Many Kataphract take to adventuring across the galaxy to earn credits and make their name - and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.&lt;br /&gt;
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&#039;&#039;&#039;Kataphract-Hopefuls&#039;&#039;&#039;, or Zo’saa in Sinta’Unathi, are Unathi that have pledged themselves to the life of a kataphract but are not yet appointed. They typically attach themselves to an existing kataphract and shadow them on their adventures, attending to them and learning all that the kataphract can teach. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways. Many kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and goal of kataphracthood against the well known trend of the star system to break down tradition and reject conservative Unathi traditions. 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. &#039;&#039;&#039;They are referred to as Zo’saa.&#039;&#039;&#039;&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 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.&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 of traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living a more modern and regimented life in a big city. While Unathi have the freedom to move if their Lord displeases them, they have barely any resemblance of legal protections. 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.&lt;br /&gt;
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&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom caste of Unathi society. They are Untouchables and are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever advancing upwards.&lt;br /&gt;
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Ouerea has a different social system, which has more depth on the [[Notable Unathi Colonies]] page.&lt;br /&gt;
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== Economy ==&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;
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.&lt;br /&gt;
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Trade guilds then sell their trade goods to the other guilds and to the general populace of the wider galaxy. In exchange for exclusive trade rights, the chartered trade guilds offer the Hegemon the first pick of goods and reduced prices. This means that the royal family gets massive discounts on whatever they want to purchase. Historically Hegemons extend this privilege to loyal lords in the form of a special seal. Those with this seal then get cheaper arms, armor, ships, or anything else they need, which has been a powerful tool of manipulation.&lt;br /&gt;
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For example, the Hegemon would tell one of his subordinates to go down to the merchants guildhouse and tell them to purchase 900 mittens. The listed price would be 900 credits, but with the royal seal the subordinate can purchase all of them for only 450 credits. It&#039;s a form of tax; they lose that amount of the money they&#039;d normally get selling it, but the Hegemon is guaranteeing them a greater amount of credits in trade a year.&lt;br /&gt;
 &lt;br /&gt;
[[Hephaestus Industries]] has the most generous charter to operate on [[Ouerea]] and brings its goods directly to the galactic market directly. Other mega-corporations have their efforts throttled and frustrated. NanoTrasen retains recruitment offices in the star system but very little else.&lt;br /&gt;
&lt;br /&gt;
==History Overview==&lt;br /&gt;
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[[Unathi History|More in-depth information on the history of the Unathi can be found on their history section.]]&lt;br /&gt;
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The history of the Unathi is predominately a history of each &#039;&#039;&#039;Hegemony&#039;&#039;&#039; that has existed throughout their history. There have only been three clans that have managed to create an empire worthy of the title Hegemony.&lt;br /&gt;
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The &#039;&#039;&#039;Kres’ha’nor Hegemony&#039;&#039;&#039; lasted from roughly 920 CE - 1500 CE [[Galactic Standard Time]]. It is most famous for being the first empire to dominate Moghes and creating what was then a modern feudal state. Their empire saw rise of walled cities, steel weapons, centralized taxation, and other innovations. It ended in a brutal succession war, with Moghes once again being shattered into hundreds of individual Kingdoms with no true global power.&lt;br /&gt;
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In the &#039;&#039;&#039;16th century&#039;&#039;&#039; the power of &#039;&#039;&#039;Guilds&#039;&#039;&#039; began to grow, forming an early form of capitalism. Guilds formed for bakers, butchers, grocers, millers, smiths, carpenters, weavers, mason, shoemakers, in fact, nearly every trade had its own guild. Standards such as just weights and measures evolved from the guilds, and guild inspectors would inspect shops to ensure rules were being followed. Guilds would help members that were sick, or in trouble, and would sometimes take care of families after the member died. This time also saw Guilds building the first major universities. While incredibly exclusive, these universities began to create a new era of specialized labor and intellectuals.&lt;br /&gt;
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The &#039;&#039;&#039;19th century&#039;&#039;&#039; saw rise of the &#039;&#039;&#039;Second Hegemony&#039;&#039;&#039;, ruled by the &#039;&#039;&#039;Sarakas Clan&#039;&#039;&#039;. Their clan ruled harshly, and forced technological advances into the cities and towns. In the 1930&#039;s they ruthlessly modernized their empire in The Great Endevour, spreading electricity, radio, paved roads, modern plumbing, and other modern innovations.&lt;br /&gt;
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In &#039;&#039;&#039;1994&#039;&#039;&#039; the &#039;&#039;&#039;Izweski Clan&#039;&#039;&#039; violently deposed the Sarakas and slaughtered the entire surviving dynasty, declaring the &#039;&#039;&#039;Third Hegemony&#039;&#039;&#039;. After they won an incredibly destructive global war to defend their claim, the Izweski have ruled Moghes until modern times.&lt;br /&gt;
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In &#039;&#039;&#039;2433&#039;&#039;&#039;, a human exploration team discovered Moghes. Shortly after, first contact was made. Sol Alliance merchants and scientists flocked to Moghes, living under very careful observation and guard in Izweski cities. Skalamar, the second largest city in Izweski, became the first Unathi city to have a shuttleport constructed. Owned by NanoTrasen, it served to transport people to and from the planet’s surface. &lt;br /&gt;
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[[Contact War|The Contact War, which has more information here,]] was a cataclysmic global war that lasted from &#039;&#039;&#039;2437 to 2449&#039;&#039;&#039;. The fighting was between two global powers, the &#039;&#039;&#039;Izweski Hegemony&#039;&#039;&#039;, and the &#039;&#039;&#039;Traditionalist Coalition&#039;&#039;&#039;. The war was fought over the very future of the Unathi and their relationship with the rest of the galaxy. The Izweski demanded Moghes submit to a one world government ran by themselves and embrace the influence of humanity. The Traditionalist Coalition rejected this. &#039;&#039;&#039;The war went nuclear on September 5th, 2439&#039;&#039;&#039;, causing immense suffering across Moghes and directly leading to the creation of The Wasteland, which is set to engulf Moghes within a hundred years.&lt;br /&gt;
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==Notable Information==&lt;br /&gt;
&lt;br /&gt;
===‘Guwandi’===&lt;br /&gt;
In the event that a Unathi becomes mortally ill, or finds themselves lacking the pride or honor to continue to live, or simply become tired of their existence undergo a ritualistic suicide and take the title of &#039;Guwandi&#039; (which is translated to Gladiator/Galdium). They will give up their possessions to their clan leader and make their journey into the Moghes desert. The only things they keep are their weapons which they use to fight animals or other Unathi so that they may die in honorable combat. In the event that two of these Guwandi meet, they will first draw their weapons and adopt a passive stance, which is followed by them telling each other their stories in turn, as well as the reasons behind their choice of adopting the mantle of &#039;Guwandi&#039; and how they wish their remains to be dealt with. When both sides understand the other, combat will begin with a mutual wish of luck that the more worthy of death lose with pride. The winner of the battle is responsible for taking care of the corpse in the way they were instructed to. Renouncing the deathseeking life of Guwandi isn&#039;t easy. Some may wish to return after having been granted a second outlook, or hope, after they had spent time wandering and risking their life. Their clan may see their decision as cowardly and refuse to accept them, or be overjoyed they had learned a lesson in their time.&lt;br /&gt;
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===The Guwan===&lt;br /&gt;
&lt;br /&gt;
In some cases when a Unathi is exiled from their clan, they do not take up the formal title of Guwandi. This can be through fear of death, unwillingness, or simple stubbornness. In this case, they are marked as &#039;Guwan&#039; by their clan leader, and must take this as their last name. It is a variation on Guwandi, which is translated directly as &#039;exile&#039;. Guwans are clanless Unathi, and form an underclass. Guwans find it difficult if not impossible to advance socially or politically, and in many cases are oppressed or mistreated by other Unathi who view them as troublemakers or criminals. The only way of returning to a clan after banishment as a Guwan is to be adopted back into the Clan, which happens very rarely.&lt;br /&gt;
&lt;br /&gt;
On August 29th, 2459, the Lord-Regent Not&#039;zar Izweski passed an edict that required clans to send a petition to an imperial court when they want to banish a clan member as a Guwan. The court must side with the petitioning Clan Leader or the Unathi in question is not marked as a Guwan. This has caused backlash as the courts have gained a reputation for being incredibly arbitrary in their decisions.&lt;br /&gt;
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In the past, all orphans were automatically Guwan unless they are adopted into a Clan. This changed with yet another edict by Not&#039;zar Izweski in December of 2459, which required all orphans, including adults still connected to their orphanage guild via debts or otherwise without parents, to take on the surname of that orphanage.&lt;br /&gt;
 &lt;br /&gt;
Many Guwan have been forced off of Moghes by their clans with the growing ease of space travel, and Nanotrasen has a long history of exploiting this subgroup of Unathi, coercing them into employment contracts.&lt;br /&gt;
&lt;br /&gt;
Guwans are not permitted to petition their local Lords to express any grievances, and are not permitted to social services provided by private enterprise or state entities. They are not full citizens of the Hegemony but are considered residents, which additionally bares them from many services.&lt;br /&gt;
&lt;br /&gt;
Notably, Guwan are the only social class of Unathi allowed to serve in the personal guard of the Hegemon and his family. The strategy relies on the fact that the guwan of the Guwan Guard are despised and envied by decorated officers that would otherwise serve in traditional guard duties. They are socially isolated and unable to advance politically, which means that their survival depends on the safety of the Hegemon and his family, which means that they wouldn&#039;t try to launch a coup or replace the Hegemon without themselves being slaughtered. Similar to an old-Terran Janissary, they&#039;re a slave soldier, and unable to have children or hold any sort of political or military position.&lt;br /&gt;
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If a Unathi is the last of his clan, or is otherwise estranged with no one to declare them Guwan, then a Unathi may still find themselves challenged by other rival clans who lay claim to this Unathi&#039;s land, titles, inheritance, or name. If a Unathi is unable or unwilling to defend their claims (which would involve lengthy court trials on Moghes) then they would be stripped of them and declared Guwan. This means that a Unathi hiding in human space can still be named Guwan if their past, or rivals, catch up with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan are exclusively a criminal or otherwise dishonorable untouchable class, and it takes a lot to be labelled as one. If you want to simply play an orphan who is otherwise an upstanding Sinta, you can&#039;t be a Guwan!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
&lt;br /&gt;
Orphans in the Hegemony in the past were all labelled as Guwans, but an edict by Not&#039;zar Izweski in December of 2459 changed all that. Hatchlings, child, and teenage Unathi without parents are put in the care of one of the many orphanage guilds on Moghes. These are private run guilds with little to no government oversight. While they fufill a necessary social service in caring for Unathi that would otherwise be on the streets, orphanage guilds in the Hegemony are incredibly exploitative. Unknown to the children the guilds track all the expenses and charge their wards throughout their life until they turn 17, when they are presented with the bill and are forced to work to repay the crippling debt, and many can be trapped by the fact that their debt would fall on any prospective parents.&lt;br /&gt;
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Two of these guilds have expanded into large corporations that have found a lucrative method of gaining money from their wards. The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; and &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; Guilds coerce or persuade their wards to accepts contracts for NanoTrasen if they reach adulthood without being adopted. &lt;br /&gt;
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The &#039;&#039;&#039;Gukuzan&#039;&#039;&#039; clan is lead by a Priest Kiazoi, and he ensures that those that enter the care of his guild are given a proper religious education and instilled with the values of the church. Children raised by the Gukuzan are also taught valuable lessons in obedience and the importance of duty and respect to their betters. Its wards are moderately well-off and treated well, but the comforts of a happy childhood in the orphanage is rather soured by the fact everything from bedding, food, and even air conditioning are things each child has added to their growing debt. Gukuzan orphanages are scattered across Moghes and there are three on [[Ouerea]]. They are all exclusively managed by a priest on the payroll of the Gukuzan.&lt;br /&gt;
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The &#039;&#039;&#039;Kuhwinla&#039;&#039;&#039; clan is lead by Guildmaster Ioaza Kuhwinla, an infamously frugal woman. She refuses to spend any more than she has to on her wards, meaning that those under her care are given the most basic of education. Children raised by her Guild are taught valuable lessons in thrift, obedience, and how to stretch meals to the absolute limit. Its wards are generally barely better than they would be on the street, but they live with a roof over their heads, semi-reliable food, a basic education, and their debt at the end of their life under the Kuhwinla is generally lower than it would be in other orphanages. Kuhwinla orphanages are in nearly every major Unathi 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 a non-guwan orphan Unathi on the Aurora station!&#039;&#039;&#039;&lt;br /&gt;
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===Diet and Cuisine===&lt;br /&gt;
Unathi dishes are mostly, or all made up of meat, eggs, and fish, as they are a carnivorous species. It may be cooked, or even still raw and bleeding. Vegetables in meals are often just for decoration or flavor, but by no means ever make up the majority of the dish. Unathi do not take any nutritional value from plant matter, only from meat. Desert flowers may also be placed on the plate to make it seem well presented, and are also edible. The tools Unathi use to eat are very unorthodox to humans. &lt;br /&gt;
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Important meals like dinner and breakfast are meant to be consumed while surrounded by family and/or friends, and as such there are no designated utensils. Food will be cut and picked up in strips or portions with their claws. Females are expected to do the cooking.&lt;br /&gt;
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To support their civilization, fishing has developed on a scale similar to human agriculture. Since the War, fishing yields have fallen, and hunger has become a fact of life for many Unathi.&lt;br /&gt;
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{{Navbox 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>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13299</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13299"/>
		<updated>2019-10-12T06:06:02Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Yizilna Mo’hi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[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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Kaxedun 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 Kaxedun 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 Kaxedun. This set Kaxedun 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, Kaxedun 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;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
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Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
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===Shizarsa Ksi&#039;ka===&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka is believed to have been born in &#039;&#039;&#039;1632 CE&#039;&#039;&#039; to the leaders of a small tribe outside Darakath. She was bethrothed to a hunter from another village but even from a young age she resented this fact. She is known to have been a wild child, picking fights with other children. When she was 17, before the planned wedding day, she fled her village with her father&#039;s sword and crossbow. Outraged, her betrothed, Karask, sent several expeditions after her to arrest and return her. Ksi&#039;ka managed to wound a hunter sent after her with her crossbow but her inexperience with combat lead her to being quickly disarmed and arrested. As she was being escorted back her group was ambushed by bandits and she was kidnapped yet again. Shizarsa was held as a captive of the bandits, who forced her to cook, clean, and otherwise act as a maid for their enclave. According to legend she struck a friendship with one of the bandits and he agreed to train her to defend herself.&lt;br /&gt;
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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;
&lt;br /&gt;
Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
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They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
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Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
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The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Hegemony.&lt;br /&gt;
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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;
&lt;br /&gt;
&amp;quot;I will die in in my own home on my own terms. I refuse to die at the axe of the Izweski.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai died of severe radiation poisoning on 2441. In his final lucid moments, his final words are said to have been,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
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== Contemporary ==&lt;br /&gt;
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=== Vuthix Akhandi ===&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]]&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
&lt;br /&gt;
Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
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During the [[Contact War]] in &#039;&#039;&#039;2438&#039;&#039;&#039;, the lands of his youth suffered heavy bombardment from atomic weapons, and fearing his ancestors were dead, went out and found his childhood home was now a radioactive crater. He scoured the surrounding area, where he managed to find a group of survivors - and a nephew and niece - within the wreckage of a Sky Behemoth. He gave the survivors treatment and spiritual healing to help them survive the fallout, and gave them guidance and care as he led them back to his temple with in the mountains where they would be safe. The two remain the only living connection Vuthix has to his old clan name. Both of them have decided to take the title Akhandzi and join their uncle in the Order. &lt;br /&gt;
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In &#039;&#039;&#039;2459&#039;&#039;&#039;, the Maraziite Order enacted a major attack on all Akhanzi temples, burning thousands of years of ancient scrolls, texts, and teachings. This Iron Crusade forced many of the Elder Shamans to leave Moghes, with Vuthix saying, &amp;quot;They can not truly steal our ancestral home - for our ancestors are within us, not just on Moghes. Wherever we as Sinta go, our Ancestors follow - within our spirits.&amp;quot;&lt;br /&gt;
Vuthix then came to Tau Ceti with hundreds of other Shamans and hundreds more acolytes all holding as many scrolls as they could. Under the guidance of Vuthix, the Akhanzi Order has made a new spiritual temple and library in Mendell City where they teach any and all who ask to learn.&lt;br /&gt;
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=== Not&#039;zar Izweski ===&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 practice 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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=== Yizra Unzi ===&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
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Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
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The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
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Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
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The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
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The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
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So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
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Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
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For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
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The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
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=== Juzida Si&#039;akh ===&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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[[File:Siakh.png|thumbnail|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&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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== The Grim Compact ==&lt;br /&gt;
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=== Tizma Aihagi ===&lt;br /&gt;
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Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
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Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
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He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
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Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
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In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
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With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
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It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;Dread-Lady&#039;&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
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He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
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Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in &#039;&#039;&#039;2459&#039;&#039;&#039;, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to Yizilna defeating a Frontier Alliance fleet in the Battle of Yivari Prime, further driving Tizma’s burning envy.&lt;br /&gt;
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Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims, following the [[Star Code]] closely. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
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=== Yizilna Mo’hi ===&lt;br /&gt;
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&#039;&#039;&#039;Yizilna Mo’hi&#039;&#039;&#039;, hatched as Zobari Mo’hi in &#039;&#039;&#039;2422&#039;&#039;&#039;, was raised by a minor Sk’akh Clan that operated a small unchartered fishing guild south of the now-abandoned city of &#039;&#039;&#039;Da’kath&#039;&#039;&#039;. As a hatchling she had an independent and rambunctious fire, constantly getting into scraps with other hatchlings. Her father immediately saw the potential of a warrior within them, and praised her efforts. However the then-Zobari insisted that they had no interest in wives or courtship, wanting only battle. Annoyed, her father insisted that Yizilna frequently meet with the local Sk’akh priest, of whom continued to press Yizilna to fulfill their duty to the clan. It was here that Yizilna first privately disclosed to him that she had a turmoil between her soul and the vessel of her body. When the priest began admonishing her for wanting to go off to battle as a woman, she falsely recanted, unwilling to lose the potential of glory.&lt;br /&gt;
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The growing chaos and tension across Moghes from the arrival of humanity had their father fear for the future of the Clan and so he wanted all of his sons to know how to fight. Yizilna was sent  to become an apprentice under &#039;&#039;&#039;Zoboz Tza&#039;&#039;&#039;, a warrior of renown who lived in &#039;&#039;&#039;Da’kath&#039;&#039;&#039;. Thus in &#039;&#039;&#039;2437&#039;&#039;&#039;, at &#039;&#039;&#039;15&#039;&#039;&#039;, they began training. After only a year, the [[Contact War]] broke out, and Tza took the young Yizilna with them to one of the many battles raging across Moghes.&lt;br /&gt;
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Zoboz insisted that Yizilna was not ready to fight when they came to their first battle, in a large farmland south-east of &#039;&#039;&#039;Bahard&#039;&#039;&#039;. Yizilnai was left to observe at one of the Coalition’s camps on a hill that overlooked the front line. She watched the Coalition levys, numbered in the tens of thousand, engage in battle. Hegemonic breacher suits fired with their exotic, alien laser weaponry during the Coalition charge, killing thousands as she just watched.&lt;br /&gt;
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Eagerness overtook her and she abandoned her post, she stole a Threshbeast and rushed to join the battle in simple steel armor. By the time she had reached the front line it had transformed into a brutal, desperate slog at close quarters. She picked up an energy halberd from a fallen Hegemonic warrior and joined the melee. Fighting well at first she was soon overwhelmed and was disarmed. She was saved from a finishing blow by Zobaz, who slew her attacker and reluctantly fought alongside her. The battle was ultimately a pyrrhic victory for the Coalition. Zobaz admitted that she fought well, but admonished her for disobeying him.&lt;br /&gt;
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Having taken a serious blow to her dominant arm, she was sent back to her Clan to coalesce until she could wield a weapon properly again. Filled with a new sense of pride and confidence after her first battle, she declared before her clan the true nature of her soul, and she abandoned her old name to take on &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Her clan, knowing she was sincere, immediately admonished her for entering into a man’s field of warrior-hood, and demanded that she abandon these pursuits to take on the role of a domestic servant to be prepared to be wed to a wealthier guild family. They took away her weapon and armor, and forbid her from leaving the grounds. She became angry and resentful, believing she more than proved herself. This resentment grew worse as she continued to hear news about the war, while she was trapped cooking and cleaning around the house.&lt;br /&gt;
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The sudden atomic hellfire that swept across Moghes came to her when the city of Da’kath was suddenly &#039;&#039;&#039;obliterated in the middle of the night by an atomic bomb&#039;&#039;&#039;, and her Clan was forced to flee, leaving nearly everything behind. They were one of the first to reach the &#039;&#039;&#039;Untouched Lands&#039;&#039;&#039; after a week of travel, and filtered through the confused and panicked Hegemonic patrols and guard stations to enter Skalamar proper, with several members being separated. With all of the fear that the entire world was facing an encroaching apocalypse they desperately sought passage on one of the many shuttles taking people off-world. At one of the Skalamar shuttleports Yizilna became separated from her Clan in a stampede that forced her into a departing shuttle with hundreds of other strangers.&lt;br /&gt;
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This shuttle was quickly poached in-system by one of the countless pirates that were taking advantage of the mass exodus, and all of the passengers were taken prisoner. Yizilna was forced into a servant role with other Unathi prisoners, forced to cater to their human captors. After a year of being held prisoner, on &#039;&#039;&#039;2440&#039;&#039;&#039; she staged a &#039;&#039;&#039;slave uprising&#039;&#039;&#039; with the other captors. This uprising was brutally put down, and in their anger the pirate crew took the surviving captives to the Malefaction and sold them all into servitude.&lt;br /&gt;
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Yizilna was purchased by one of the slavemasters of the &#039;&#039;&#039;Malefaction&#039;&#039;&#039; station and once again found herself performing menial duties. Here she endured her servitude for the next seven years. But she was determined to fight back, and spent this time secretly training and plotting with other slaves, engaging in small acts of sabotage and drilling them in forgotten maintenance tunnels using the few lessons she learned from Zobaz, and stolen textbooks on battle doctrine.&lt;br /&gt;
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On &#039;&#039;&#039;2447&#039;&#039;&#039;, at &#039;&#039;&#039;25&#039;&#039;&#039;, she staged a slave revolt on the station. This time it was successful. Yizilna had &#039;&#039;&#039;every slaver beheaded&#039;&#039;&#039;, then offered the rest of the pirates amnesty in exchange for serving her.&lt;br /&gt;
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Now in charge of a dilapidated retrofitted former space prison and a rag-tag fleet of freed slaves and intimidated pirates with questionable loyalty, Yizilna immediately declared to them all that the next goal was to take over the galaxy.&lt;br /&gt;
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On &#039;&#039;&#039;2452&#039;&#039;&#039; she had grown in infamy after revealing two retrofitted &#039;&#039;&#039;Hephaestus&#039;&#039;&#039; Promethean super-freighters in the Malefaction shipyard. With the cargo holds torn out and replaced with weapons mounts and additional armor packed onto the front, these new Hammerheads became fearsome, lumbering beasts that could devastate almost any contemporary vessel in a ramming action. The group, with their aggressive bravado, went as far as to name themselves the &#039;&#039;&#039;Steel-Spirits&#039;&#039;&#039;.&lt;br /&gt;
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Their exploits finally frayed the patience of the [[Frontier Alliance]], with nearby member states assembling a fleet to destroy the Malefaction and Yizilna. On the day of their arrival into the system, the Malefaction revealed its secret, and evaded their attack.&lt;br /&gt;
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On &#039;&#039;&#039;2458&#039;&#039;&#039;, at &#039;&#039;&#039;36&#039;&#039;&#039;, Yizilna met &#039;&#039;&#039;Tizma&#039;&#039;&#039;. Frustrated at the sudden encroachment on her territory, she agreed to a meeting, intent on scaring him away. She was surprised at the sudden declaration of love and offer for an alliance by this stranger. In her career Yizilna had encountered men who either resented her or feared her; this was the first man to be so bold as to make an advance. Confused at first, she was soon swayed by his arguments about the strength their armadas could possess if they united. She was also eager to see if this strange man would meet her expectations.&lt;br /&gt;
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So the two formed the [[Grim Compact]], and combined themselves into a single armada. They moved the Malefaction to the &#039;&#039;&#039;Kaziti system&#039;&#039;&#039;, overwhelming the defenders and creating a new base of operations. With the new power and wealth provided by the Compact, she could take on more daring operations.&lt;br /&gt;
&lt;br /&gt;
Yizilna soon started to feel the deep envy Tizma felt at her accomplishments. She was reminded about the humiliation the demands her Clan had put on her, and she delighted in eggingion the envy. She felt as if she was getting back at her clan by projecting them onto Tizma. When the first &#039;&#039;&#039;Great Spat&#039;&#039;&#039; occurred, she relished the chance to assert her accomplishments and out-do Tizma. She took her entire armada and goaded a Frontier Alliance fleet twice her size into battle, and miraculously defeated it using the same tactics as before, in what is now called the &#039;&#039;&#039;Battle of Yivari Prime&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Yizilna today is known as a harsh and crass woman that offends the sensibilities of traditional Unathi for her behavior and actions. She follows the [[Star Code]] with near resentment, and makes exceptions for captured slavers, who she has a standing order to have beheaded whenever captured. She has no interest in her old clan, and makes no effort to find them. She seeks power at the expense of everything else, and some have argued that she only uses the Compact to further this goal. She is constantly seeking excitement in battle, and attracts like-minded individuals, leading to her Steel-Spirits’ reputation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Ha%27zana.png&amp;diff=13249</id>
		<title>File:Ha&#039;zana.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Ha%27zana.png&amp;diff=13249"/>
		<updated>2019-10-07T05:54:50Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: &lt;/p&gt;
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&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=13240</id>
		<title>Template:Navbox Unathi Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=13240"/>
		<updated>2019-10-03T04:10:16Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: Undo revision 13239 by Senpai Jackboot (talk) BAD IDEA&lt;/p&gt;
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!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#34AF10&amp;quot; | [[Unathi|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Unathi Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planet, System, and Faction Page&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Moghes]]  ·  [[Ouerea]]  ·  [[Uueoa-Esa]]  ·  [[Notable Unathi Colonies]]  ·  [[Grim Compact]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Society and History Pages&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Notable Unathi]]  ·  [[Aut&#039;akh]]  ·  [[Unathi Military Structure]]  ·  [[Skalamar University Of Medicine]]  ·  [[Contact War]]  ·  [[Unathi Religion]]  ·  [[Unathi History]]  ·  [[Unathi Honor]]  ·  [[Star Code]]  ·  [[Unathi Recent Events]]&lt;br /&gt;
|- &lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=13239</id>
		<title>Template:Navbox Unathi Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=13239"/>
		<updated>2019-10-03T04:08:21Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: divvying up a new tab&lt;/p&gt;
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!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#34AF10&amp;quot; | [[Unathi|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Unathi Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planet, System, and Faction Page&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Moghes]]  ·  [[Ouerea]]  ·  [[Uueoa-Esa]]  ·  [[Notable Unathi Colonies]]  ·  [[Grim Compact]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| History Pages&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Contact War]]  ·  [[Unathi History]]  ·  [[Unathi Recent Events]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Society and Culture&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Notable Unathi]]  ·  [[Aut&#039;akh]]  ·  [[Unathi Military Structure]]  ·  [[Skalamar University Of Medicine]]  ·  [[Unathi Religion]]  ·  [[Unathi Honor]]  ·  [[Star Code]] &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13238</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13238"/>
		<updated>2019-10-03T04:05:30Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Grim Compact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
&lt;br /&gt;
==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
&lt;br /&gt;
=== Kazani: the First Guwandi ===&lt;br /&gt;
&lt;br /&gt;
Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Hegemony, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
&lt;br /&gt;
Kaxedun 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 Kaxedun inherited the role of Clan-Leader once his father died, &#039;&#039;&#039;he was barely in his 30’s&#039;&#039;&#039;. Despite his prestige and power however, he was never offered a wife as all Clans knew of his violent ways and refused to allow their daughters to be put at risk at the hands of such a savage person.&lt;br /&gt;
&lt;br /&gt;
His brother, Trazli Kaxedun, one day came to his brother and demanded that he be given half of the Clan’s lands to govern himself. Trazli had no lands of his own, and had grown jealous of Kaxedun. This set Kaxedun into a rage and he attacked his brother immediately, killing him on the spot.&lt;br /&gt;
&lt;br /&gt;
When the rage subsided, Kaxedun looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
&lt;br /&gt;
He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
&lt;br /&gt;
By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
&lt;br /&gt;
One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
&lt;br /&gt;
Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
&lt;br /&gt;
Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
&lt;br /&gt;
===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
&lt;br /&gt;
Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
&lt;br /&gt;
===Shizarsa Ksi&#039;ka===&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka is believed to have been born in &#039;&#039;&#039;1632 CE&#039;&#039;&#039; to the leaders of a small tribe outside Darakath. She was bethrothed to a hunter from another village but even from a young age she resented this fact. She is known to have been a wild child, picking fights with other children. When she was 17, before the planned wedding day, she fled her village with her father&#039;s sword and crossbow. Outraged, her betrothed, Karask, sent several expeditions after her to arrest and return her. Ksi&#039;ka managed to wound a hunter sent after her with her crossbow but her inexperience with combat lead her to being quickly disarmed and arrested. As she was being escorted back her group was ambushed by bandits and she was kidnapped yet again. Shizarsa was held as a captive of the bandits, who forced her to cook, clean, and otherwise act as a maid for their enclave. According to legend she struck a friendship with one of the bandits and he agreed to train her to defend herself.&lt;br /&gt;
&lt;br /&gt;
When she was 27 Ksi&#039;ka killed the leader of the bandits and began leading the men herself. She became an infamous bandit, harassing traveling merchants. One day she even attacked Karask&#039;s village, killing him and freeing a woman he had taken as another wife in her place.&lt;br /&gt;
&lt;br /&gt;
Her fame and power grew until she controlled a small petty kingdom that surrounded Darakath and with dozens of kills under her belt. Fearing the barbarians ravaging the countryside Lord of the city sent out his eldest son, Gri&#039;zarsuth, to lead 48 of the city&#039;s soldiers to find the bandit enclave and destroy it.&lt;br /&gt;
&lt;br /&gt;
Eventually Gri&#039;zarsuth and his men managed to ambush Ksi&#039;ka&#039;s camp and slew or captured the majority of her men. According to legend Ksi&#039;ka managed to kill four men and was the last one standing. Gri&#039;zarsuth managed to knock her out by hitting her in the head with the flat of his sword.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka was considered a wild savage by everyone in the city when she was dragged to the dungeons in chains, but Gri&#039;zarsuth fell in love with her. He begged his father four times to spare her, and four times he refused. The day before her execution Gri&#039;zarsuth begged again, saying that he could civilize Ksi&#039;ka. Finally his father relented on the condition that he be able to civilize Gri&#039;zarsuth within a year.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka&#039;s wild spirit was reigned in by Gri&#039;zarsuth over the following year, and the barbarian savage was transformed into a proper princess. At the end of the year she was brought before Gri&#039;zarsuth&#039;s father, who marveled at the change a man could bring such a wild woman. She was allowed to live, and eventually married Gri&#039;zarsuth.&lt;br /&gt;
&lt;br /&gt;
== The Contact War ==&lt;br /&gt;
&lt;br /&gt;
===Don&#039;zai Azarak===&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai Azarak was born on 2408 CE in the former city of Darakath, the capital of the Azarak Kingdom, which also briefly served as the capital of the Traditionalist Coalition during its existence. His parents, King Yuiz Azarak and Queen Kwina Azarak, gave him two siblings, both of which were sisters, and his family all followed the Tha&#039;kh faith.&lt;br /&gt;
&lt;br /&gt;
Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
&lt;br /&gt;
They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
&lt;br /&gt;
The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Hegemony.&lt;br /&gt;
&lt;br /&gt;
Knowing they had the only functioning spaceports and access to the greater galaxy, Don&#039;zai sent repeated requests to the Izweski to have an Azarak representative sent to humanity and the skrell to speak for his Kingdom but each time he was rebuffed, with the Izweski taking on a patronizing and condescending attitude to his Kingdom.&lt;br /&gt;
&lt;br /&gt;
Azarak called a summit of all world leaders in late Versakh (April relative) of 2433. The summit took place in Tisxaclas, the capital of his allies, the Izgwani, where he gave his infamous speech and single-handily managed to become a global icon and the poster boy of the anti-Izweski bloc.&lt;br /&gt;
&lt;br /&gt;
During the global crisis that had erupted after the Izweski had colonized Ourea, in which humanity and the skrell had practically taken charge of, Don&#039;zai Azarak was one of the leading figures that would come to found the Traditionalist Coalition. He personally served in the conflict, becoming an artilleryman in the Azarak 1st Retinue, his family&#039;s private levee. Images of him manning an artillery cannon in active battle were turned into propaganda pieces and he became known as the King on the Battlefield.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not known if Azarak approved a nuclear weapons program or even authorized the deployment of their use, but following the atomic attack on Da&#039;ha&#039;den on September 5th, 2439 and the following nuclear exchange his whereabouts became unknown as the 1st Retinue was hit by an Izweski atomic bomb while stationed outside Res&#039;karum. Originally the Retinue had been warned about the impending attack and were attempting to retreat away from the military base and disperse into the countryside.&lt;br /&gt;
&lt;br /&gt;
King Don&#039;zai Azarak spent the week on a journey back to Darakath, facing incredible danger as command and control began to collapse across the planet. He became separated from his retinue and was forced to travel alone, most of his travel spent on foot.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai managed to make it back to Dakarath, which had been spared from atomic attack by virtue of its defenses. However his journey saw him afflicted with severe radiation poisoning, and he spent the remaining duration of the Contact War too weak to be effective, effectively bedridden.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai refused all medical treatment, forbidding a doctor to enter the grounds. When his wife tearfully begged him to let the doctor in to provide anti-radiation treatment, he is quoted to have said, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will die in in my own home on my own terms. I refuse to die at the axe of the Izweski.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai died of severe radiation poisoning on 2441. In his final lucid moments, his final words are said to have been,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Contemporary ==&lt;br /&gt;
&lt;br /&gt;
=== Vuthix Akhandi ===&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]]&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
&lt;br /&gt;
Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Not&#039;zar Izweski ===&lt;br /&gt;
&lt;br /&gt;
[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
&lt;br /&gt;
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 practice 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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=== Yizra Unzi ===&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
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Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
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The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
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Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
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The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
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The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
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So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
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Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
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For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
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The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
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=== Juzida Si&#039;akh ===&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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[[File:Siakh.png|thumbnail|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&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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== The Grim Compact ==&lt;br /&gt;
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=== Tizma Aihagi ===&lt;br /&gt;
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Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
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Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
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He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
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Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
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In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
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With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
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It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;Dread-Lady&#039;&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
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He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
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Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in &#039;&#039;&#039;2459&#039;&#039;&#039;, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to Yizilna defeating a Frontier Alliance fleet in the Battle of Yivari Prime, further driving Tizma’s burning envy.&lt;br /&gt;
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Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims, following the [[Star Code]] closely. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
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=== Yizilna Mo’hi ===&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13237</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13237"/>
		<updated>2019-10-03T03:56:07Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Grim Compact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[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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Kaxedun 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 Kaxedun 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 Kaxedun. This set Kaxedun 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, Kaxedun 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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== Contemporary ==&lt;br /&gt;
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=== Vuthix Akhandi ===&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]]&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
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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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=== Not&#039;zar Izweski ===&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 practice 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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=== Yizra Unzi ===&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
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Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
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The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
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Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
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The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
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The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
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So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
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Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
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For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
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The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
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=== Juzida Si&#039;akh ===&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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[[File:Siakh.png|thumbnail|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== The Grim Compact ==&lt;br /&gt;
&lt;br /&gt;
=== Tizma Aihagi ===&lt;br /&gt;
&lt;br /&gt;
Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
&lt;br /&gt;
Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
&lt;br /&gt;
He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
&lt;br /&gt;
Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
&lt;br /&gt;
With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
&lt;br /&gt;
It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;Dread-Lady&#039;&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
&lt;br /&gt;
He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
&lt;br /&gt;
Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in &#039;&#039;&#039;2459&#039;&#039;&#039;, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to Yizilna defeating a Frontier Alliance fleet in the Battle of Yivari Prime, further driving Tizma’s burning envy.&lt;br /&gt;
&lt;br /&gt;
Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
&lt;br /&gt;
=== Yizilna Mo’hi ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13197</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13197"/>
		<updated>2019-10-02T01:03:47Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Tizma Aihagi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
&lt;br /&gt;
==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
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=== Kazani: the First Guwandi ===&lt;br /&gt;
&lt;br /&gt;
Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Hegemony, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
&lt;br /&gt;
Kaxedun 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 Kaxedun inherited the role of Clan-Leader once his father died, &#039;&#039;&#039;he was barely in his 30’s&#039;&#039;&#039;. Despite his prestige and power however, he was never offered a wife as all Clans knew of his violent ways and refused to allow their daughters to be put at risk at the hands of such a savage person.&lt;br /&gt;
&lt;br /&gt;
His brother, Trazli Kaxedun, one day came to his brother and demanded that he be given half of the Clan’s lands to govern himself. Trazli had no lands of his own, and had grown jealous of Kaxedun. This set Kaxedun into a rage and he attacked his brother immediately, killing him on the spot.&lt;br /&gt;
&lt;br /&gt;
When the rage subsided, Kaxedun looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
&lt;br /&gt;
He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
&lt;br /&gt;
By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
&lt;br /&gt;
One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
&lt;br /&gt;
Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
&lt;br /&gt;
Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
&lt;br /&gt;
===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
&lt;br /&gt;
Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
&lt;br /&gt;
===Shizarsa Ksi&#039;ka===&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka is believed to have been born in &#039;&#039;&#039;1632 CE&#039;&#039;&#039; to the leaders of a small tribe outside Darakath. She was bethrothed to a hunter from another village but even from a young age she resented this fact. She is known to have been a wild child, picking fights with other children. When she was 17, before the planned wedding day, she fled her village with her father&#039;s sword and crossbow. Outraged, her betrothed, Karask, sent several expeditions after her to arrest and return her. Ksi&#039;ka managed to wound a hunter sent after her with her crossbow but her inexperience with combat lead her to being quickly disarmed and arrested. As she was being escorted back her group was ambushed by bandits and she was kidnapped yet again. Shizarsa was held as a captive of the bandits, who forced her to cook, clean, and otherwise act as a maid for their enclave. According to legend she struck a friendship with one of the bandits and he agreed to train her to defend herself.&lt;br /&gt;
&lt;br /&gt;
When she was 27 Ksi&#039;ka killed the leader of the bandits and began leading the men herself. She became an infamous bandit, harassing traveling merchants. One day she even attacked Karask&#039;s village, killing him and freeing a woman he had taken as another wife in her place.&lt;br /&gt;
&lt;br /&gt;
Her fame and power grew until she controlled a small petty kingdom that surrounded Darakath and with dozens of kills under her belt. Fearing the barbarians ravaging the countryside Lord of the city sent out his eldest son, Gri&#039;zarsuth, to lead 48 of the city&#039;s soldiers to find the bandit enclave and destroy it.&lt;br /&gt;
&lt;br /&gt;
Eventually Gri&#039;zarsuth and his men managed to ambush Ksi&#039;ka&#039;s camp and slew or captured the majority of her men. According to legend Ksi&#039;ka managed to kill four men and was the last one standing. Gri&#039;zarsuth managed to knock her out by hitting her in the head with the flat of his sword.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka was considered a wild savage by everyone in the city when she was dragged to the dungeons in chains, but Gri&#039;zarsuth fell in love with her. He begged his father four times to spare her, and four times he refused. The day before her execution Gri&#039;zarsuth begged again, saying that he could civilize Ksi&#039;ka. Finally his father relented on the condition that he be able to civilize Gri&#039;zarsuth within a year.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka&#039;s wild spirit was reigned in by Gri&#039;zarsuth over the following year, and the barbarian savage was transformed into a proper princess. At the end of the year she was brought before Gri&#039;zarsuth&#039;s father, who marveled at the change a man could bring such a wild woman. She was allowed to live, and eventually married Gri&#039;zarsuth.&lt;br /&gt;
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== The Contact War ==&lt;br /&gt;
&lt;br /&gt;
===Don&#039;zai Azarak===&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai Azarak was born on 2408 CE in the former city of Darakath, the capital of the Azarak Kingdom, which also briefly served as the capital of the Traditionalist Coalition during its existence. His parents, King Yuiz Azarak and Queen Kwina Azarak, gave him two siblings, both of which were sisters, and his family all followed the Tha&#039;kh faith.&lt;br /&gt;
&lt;br /&gt;
Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
&lt;br /&gt;
They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
&lt;br /&gt;
The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Hegemony.&lt;br /&gt;
&lt;br /&gt;
Knowing they had the only functioning spaceports and access to the greater galaxy, Don&#039;zai sent repeated requests to the Izweski to have an Azarak representative sent to humanity and the skrell to speak for his Kingdom but each time he was rebuffed, with the Izweski taking on a patronizing and condescending attitude to his Kingdom.&lt;br /&gt;
&lt;br /&gt;
Azarak called a summit of all world leaders in late Versakh (April relative) of 2433. The summit took place in Tisxaclas, the capital of his allies, the Izgwani, where he gave his infamous speech and single-handily managed to become a global icon and the poster boy of the anti-Izweski bloc.&lt;br /&gt;
&lt;br /&gt;
During the global crisis that had erupted after the Izweski had colonized Ourea, in which humanity and the skrell had practically taken charge of, Don&#039;zai Azarak was one of the leading figures that would come to found the Traditionalist Coalition. He personally served in the conflict, becoming an artilleryman in the Azarak 1st Retinue, his family&#039;s private levee. Images of him manning an artillery cannon in active battle were turned into propaganda pieces and he became known as the King on the Battlefield.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not known if Azarak approved a nuclear weapons program or even authorized the deployment of their use, but following the atomic attack on Da&#039;ha&#039;den on September 5th, 2439 and the following nuclear exchange his whereabouts became unknown as the 1st Retinue was hit by an Izweski atomic bomb while stationed outside Res&#039;karum. Originally the Retinue had been warned about the impending attack and were attempting to retreat away from the military base and disperse into the countryside.&lt;br /&gt;
&lt;br /&gt;
King Don&#039;zai Azarak spent the week on a journey back to Darakath, facing incredible danger as command and control began to collapse across the planet. He became separated from his retinue and was forced to travel alone, most of his travel spent on foot.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai managed to make it back to Dakarath, which had been spared from atomic attack by virtue of its defenses. However his journey saw him afflicted with severe radiation poisoning, and he spent the remaining duration of the Contact War too weak to be effective, effectively bedridden.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai refused all medical treatment, forbidding a doctor to enter the grounds. When his wife tearfully begged him to let the doctor in to provide anti-radiation treatment, he is quoted to have said, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will die in in my own home on my own terms. I refuse to die at the axe of the Izweski.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai died of severe radiation poisoning on 2441. In his final lucid moments, his final words are said to have been,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Contemporary ==&lt;br /&gt;
&lt;br /&gt;
=== Vuthix Akhandi ===&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]]&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
&lt;br /&gt;
Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Not&#039;zar Izweski ===&lt;br /&gt;
&lt;br /&gt;
[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
&lt;br /&gt;
At 22 as of 2460, Not&#039;zar is the second oldest child to the Hegemon and his First Wife. He become the new Heir to the Hegemony after the death of his brother in a shuttle crash in may of 2458. Not&#039;zar Izweski chose to seek an education in Sinta&#039;studies (Unathi Humanities) and pursued a bachelors in Sinta&#039;Philosophy in the University of S&#039;th before his duties as Lord-Regent forced him to suspend his studies. &lt;br /&gt;
&lt;br /&gt;
As an infant he was struck with The Rot, a deadly viral infection passed from breeds of Moghean birds that almost claimed his life as an infant. The next 5 years were spent on a hospital bed as a sickly child barely clinging to life. The Rot causes Unathi scales and even the rest of the hide to rot and fall off, leaving open wounds and necrotic tissue while it also harms muscle growth while weakening tendons. Every day specialized surgeons had to remove more and more infected tissue to contain the spread of the Rot. &lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar survived the disease and spent his entire childhood in physical rehabilitation. He was unable to stand at all, and his condition was an open secret - the Hegemon S’kresti refused to let Not&#039;Zar socialize with anyone outside the castle courtiers. S’kresti was deeply ashamed at having a crippled son. When Not&#039;Zar was 13 he told his father than he wanted to stop rehabilitation because it wasn&#039;t working and he was still unable to walk. S’kresti dramatically pulled him out of his wheelchair and dangled Not&#039;zar out a castle window, telling Not&#039;Zar that if he ended the rehabilitation then he wouldn&#039;t have a cripple for a son. The incident made a fearful Not&#039;Zar continue the rehabilitation, and after years of more grueling practice he was able to walk once more when he was 15.&lt;br /&gt;
&lt;br /&gt;
While he was able to keep all of his limbs and regained the ability to walk with assistance from his cane, it&#039;s believed that his continued physical weaknesses from muscle damage and general weakness leave him unable to meet the standards of physical fitness to join the military and military academies that are traditional for Izweski to graduate. In addition, he is constantly battling aches from the weaknesses in his muscles and bones, needing oxycodone to get through a typical day.&lt;br /&gt;
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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;
&lt;br /&gt;
His true potential wasn&#039;t fully realized until the fateful events of May 6th, 2458. On that day his brother Yakt and his wife died in a shuttle crash. During the funeral Not&#039;Zar&#039;s father became inconsolable and eventually fell into a deep depression culminating into a coma. Legally Not&#039;Zar was now the heir, but a brother in-law, S&#039;linzar, quickly seized the moment and declared himself the Lord-Regent before Not&#039;Zar could seek his claim.&lt;br /&gt;
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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;
&lt;br /&gt;
Through clever political posturing, Not&#039;Zar managed to hold onto his claims for long enough that he had secured enough allies to create a serious threat to the Ickza&#039;s power. Rather than risking a full blown civil war, Not&#039;Zar cleverly took advantage of S&#039;linzar&#039;s pride by calling him weak and challenging him to a duel. The proud S&#039;linzar agreed, and in a key mistake, allowed Not&#039;Zar to bring to battle &#039;whatever he could carry&#039;.&lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar took advantage of this by showing up to the duel in a combat mech before a large crowd of the Hegemony&#039;s most powerful nobles. The battle was short, with Not&#039;Zar draining S&#039;linzar&#039;s breacher suit and leaving his in-law helpless.&lt;br /&gt;
&lt;br /&gt;
S&#039;linzar surrendered and ceded his claims and titles, restoring the title of Lord-Regent to Not&#039;Zar.&lt;br /&gt;
&lt;br /&gt;
During his reign, Not&#039;Zar has shown an unwillingness to use force to resolve disputes. He is also openly critical of ancient Unathi customs and traditions, and his desire to trust in an inherent goodness in Unathi has made him come off as patronizing and naive. However, Not&#039;Zar is by no means as a coward. When the Maraziite Order besieged his family&#039;s personal castle in Skalamar, he stood firm and repelled several attempts by the inquisition to breach the gates. However, Not&#039;Zar&#039;s cool head prevailed as he forbade the city garrison from interfering, which he feared would have spilled out into open violence throughout the city.&lt;br /&gt;
&lt;br /&gt;
His negotiations with High Priest Unzi have directly lead to the Sk&#039;akh church being given legitimacy as a political force.&lt;br /&gt;
&lt;br /&gt;
Despite holding onto alliances with key supporters, Not&#039;Zar&#039;s position remains tenuous. The young nobleman is struggling to remain a moderate in a dangerous and polarized regime. He remains committed to giving Unathi a place in the galaxy and gain respect from the greater empires of the humans and skrell, but his moderate and progressive policies threaten to cause more instability and resentment from the nobility.&lt;br /&gt;
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=== Yizra Unzi ===&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
&lt;br /&gt;
Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
&lt;br /&gt;
The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
&lt;br /&gt;
Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
&lt;br /&gt;
The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
&lt;br /&gt;
The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
&lt;br /&gt;
So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
&lt;br /&gt;
Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
&lt;br /&gt;
For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
&lt;br /&gt;
The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
&lt;br /&gt;
=== Juzida Si&#039;akh ===&lt;br /&gt;
&lt;br /&gt;
Juzida was hatched &#039;&#039;&#039;Juzida Aizahi&#039;&#039;&#039; into a small family in 2409. His father ran their villages&#039; church and raised Juzida as an orthodox member of the faith. He was sent to the neighboring town of Ouairu for schooling in the small university there. He received a basic theological education and pursued a Doctorate in Sacred Theology with the intent of overseeing his village&#039;s church with his father. His studies ended on &#039;&#039;&#039;2437&#039;&#039;&#039; with the outbreak of the Contact War. His father died in the early stages of the war while acting as a Chaplain in the Izweski army. Juzida took on the mantle of Priest and struggled to maintain his small church as an unassuming, technically unqualified priest for those 2 years.&lt;br /&gt;
&lt;br /&gt;
It was shortly after his 30th birthday in the spring of &#039;&#039;&#039;2439&#039;&#039;&#039; that the &#039;&#039;&#039;Contact War&#039;&#039;&#039; went nuclear. His village received no prior warning. Juzida was in the basement of his church taking inventory when the ground began to shake and there was a sudden, unearthly roar that knocked him flat and caused sections of the basement to cave in. Juzida quickly left and emerged from his basement to a hellish landscape of brimstone and devastation. His entire village was completely gone and it was as if nothing had ever been there. In the distance Juzida saw the rising mushroom cloud heralding the apocalypse. It was here that Juzida fell to his knees and received divine revelation as Sk&#039;akh spoke to him directly. Sk&#039;akh told Juzida that the Unathi species had become too sinful and corrupted by evil and that the missiles streaking through the sky were the bringers of Judgement Day. Sk&#039;akh told him that everyone that died within the new few hours from the fires of atomic bombs would be cleansed of sin and join her in the afterlife, while all those left behind would be abandoned as Sk&#039;akh wrote off the Unathi species and condemed them to forever reincarnate on Moghes, trapped on the hell that they had created for themselves. Sk&#039;akh finally warned Juzida that she would only consider saving the species if they proved their worth by rebuilding and purifying Moghes, and that Juzida would be the &#039;&#039;&#039;Final Prophet&#039;&#039;&#039; to represent Sinta&#039;Unathi and prove to Sk&#039;akh that the species was worth saving.&lt;br /&gt;
&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== The Grim Compact ==&lt;br /&gt;
&lt;br /&gt;
=== Tizma Aihagi ===&lt;br /&gt;
&lt;br /&gt;
Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
&lt;br /&gt;
Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
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He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
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Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
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With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
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It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;Dread-Lady&#039;&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
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He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
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Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in 2459, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to Yizilna defeating a Frontier Alliance fleet in the Battle of Yivari Prime, further driving Tizma’s burning envy.&lt;br /&gt;
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Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
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=== Yizilna Mo’hi ===&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13179</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13179"/>
		<updated>2019-10-01T21:04:57Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Grim Compact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
&lt;br /&gt;
==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
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=== Kazani: the First Guwandi ===&lt;br /&gt;
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Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Hegemony, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
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Kaxedun 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 Kaxedun 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 Kaxedun. This set Kaxedun 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, Kaxedun looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
&lt;br /&gt;
He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
&lt;br /&gt;
By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
&lt;br /&gt;
One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
&lt;br /&gt;
Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
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Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
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===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
&lt;br /&gt;
Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
&lt;br /&gt;
===Shizarsa Ksi&#039;ka===&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka is believed to have been born in &#039;&#039;&#039;1632 CE&#039;&#039;&#039; to the leaders of a small tribe outside Darakath. She was bethrothed to a hunter from another village but even from a young age she resented this fact. She is known to have been a wild child, picking fights with other children. When she was 17, before the planned wedding day, she fled her village with her father&#039;s sword and crossbow. Outraged, her betrothed, Karask, sent several expeditions after her to arrest and return her. Ksi&#039;ka managed to wound a hunter sent after her with her crossbow but her inexperience with combat lead her to being quickly disarmed and arrested. As she was being escorted back her group was ambushed by bandits and she was kidnapped yet again. Shizarsa was held as a captive of the bandits, who forced her to cook, clean, and otherwise act as a maid for their enclave. According to legend she struck a friendship with one of the bandits and he agreed to train her to defend herself.&lt;br /&gt;
&lt;br /&gt;
When she was 27 Ksi&#039;ka killed the leader of the bandits and began leading the men herself. She became an infamous bandit, harassing traveling merchants. One day she even attacked Karask&#039;s village, killing him and freeing a woman he had taken as another wife in her place.&lt;br /&gt;
&lt;br /&gt;
Her fame and power grew until she controlled a small petty kingdom that surrounded Darakath and with dozens of kills under her belt. Fearing the barbarians ravaging the countryside Lord of the city sent out his eldest son, Gri&#039;zarsuth, to lead 48 of the city&#039;s soldiers to find the bandit enclave and destroy it.&lt;br /&gt;
&lt;br /&gt;
Eventually Gri&#039;zarsuth and his men managed to ambush Ksi&#039;ka&#039;s camp and slew or captured the majority of her men. According to legend Ksi&#039;ka managed to kill four men and was the last one standing. Gri&#039;zarsuth managed to knock her out by hitting her in the head with the flat of his sword.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka was considered a wild savage by everyone in the city when she was dragged to the dungeons in chains, but Gri&#039;zarsuth fell in love with her. He begged his father four times to spare her, and four times he refused. The day before her execution Gri&#039;zarsuth begged again, saying that he could civilize Ksi&#039;ka. Finally his father relented on the condition that he be able to civilize Gri&#039;zarsuth within a year.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka&#039;s wild spirit was reigned in by Gri&#039;zarsuth over the following year, and the barbarian savage was transformed into a proper princess. At the end of the year she was brought before Gri&#039;zarsuth&#039;s father, who marveled at the change a man could bring such a wild woman. She was allowed to live, and eventually married Gri&#039;zarsuth.&lt;br /&gt;
&lt;br /&gt;
== The Contact War ==&lt;br /&gt;
&lt;br /&gt;
===Don&#039;zai Azarak===&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai Azarak was born on 2408 CE in the former city of Darakath, the capital of the Azarak Kingdom, which also briefly served as the capital of the Traditionalist Coalition during its existence. His parents, King Yuiz Azarak and Queen Kwina Azarak, gave him two siblings, both of which were sisters, and his family all followed the Tha&#039;kh faith.&lt;br /&gt;
&lt;br /&gt;
Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
&lt;br /&gt;
They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
&lt;br /&gt;
The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Hegemony.&lt;br /&gt;
&lt;br /&gt;
Knowing they had the only functioning spaceports and access to the greater galaxy, Don&#039;zai sent repeated requests to the Izweski to have an Azarak representative sent to humanity and the skrell to speak for his Kingdom but each time he was rebuffed, with the Izweski taking on a patronizing and condescending attitude to his Kingdom.&lt;br /&gt;
&lt;br /&gt;
Azarak called a summit of all world leaders in late Versakh (April relative) of 2433. The summit took place in Tisxaclas, the capital of his allies, the Izgwani, where he gave his infamous speech and single-handily managed to become a global icon and the poster boy of the anti-Izweski bloc.&lt;br /&gt;
&lt;br /&gt;
During the global crisis that had erupted after the Izweski had colonized Ourea, in which humanity and the skrell had practically taken charge of, Don&#039;zai Azarak was one of the leading figures that would come to found the Traditionalist Coalition. He personally served in the conflict, becoming an artilleryman in the Azarak 1st Retinue, his family&#039;s private levee. Images of him manning an artillery cannon in active battle were turned into propaganda pieces and he became known as the King on the Battlefield.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not known if Azarak approved a nuclear weapons program or even authorized the deployment of their use, but following the atomic attack on Da&#039;ha&#039;den on September 5th, 2439 and the following nuclear exchange his whereabouts became unknown as the 1st Retinue was hit by an Izweski atomic bomb while stationed outside Res&#039;karum. Originally the Retinue had been warned about the impending attack and were attempting to retreat away from the military base and disperse into the countryside.&lt;br /&gt;
&lt;br /&gt;
King Don&#039;zai Azarak spent the week on a journey back to Darakath, facing incredible danger as command and control began to collapse across the planet. He became separated from his retinue and was forced to travel alone, most of his travel spent on foot.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai managed to make it back to Dakarath, which had been spared from atomic attack by virtue of its defenses. However his journey saw him afflicted with severe radiation poisoning, and he spent the remaining duration of the Contact War too weak to be effective, effectively bedridden.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai refused all medical treatment, forbidding a doctor to enter the grounds. When his wife tearfully begged him to let the doctor in to provide anti-radiation treatment, he is quoted to have said, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will die in in my own home on my own terms. I refuse to die at the axe of the Izweski.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai died of severe radiation poisoning on 2441. In his final lucid moments, his final words are said to have been,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Contemporary ==&lt;br /&gt;
&lt;br /&gt;
=== Vuthix Akhandi ===&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]]&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
&lt;br /&gt;
Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Not&#039;zar Izweski ===&lt;br /&gt;
&lt;br /&gt;
[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
&lt;br /&gt;
At 22 as of 2460, Not&#039;zar is the second oldest child to the Hegemon and his First Wife. He become the new Heir to the Hegemony after the death of his brother in a shuttle crash in may of 2458. Not&#039;zar Izweski chose to seek an education in Sinta&#039;studies (Unathi Humanities) and pursued a bachelors in Sinta&#039;Philosophy in the University of S&#039;th before his duties as Lord-Regent forced him to suspend his studies. &lt;br /&gt;
&lt;br /&gt;
As an infant he was struck with The Rot, a deadly viral infection passed from breeds of Moghean birds that almost claimed his life as an infant. The next 5 years were spent on a hospital bed as a sickly child barely clinging to life. The Rot causes Unathi scales and even the rest of the hide to rot and fall off, leaving open wounds and necrotic tissue while it also harms muscle growth while weakening tendons. Every day specialized surgeons had to remove more and more infected tissue to contain the spread of the Rot. &lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar survived the disease and spent his entire childhood in physical rehabilitation. He was unable to stand at all, and his condition was an open secret - the Hegemon S’kresti refused to let Not&#039;Zar socialize with anyone outside the castle courtiers. S’kresti was deeply ashamed at having a crippled son. When Not&#039;Zar was 13 he told his father than he wanted to stop rehabilitation because it wasn&#039;t working and he was still unable to walk. S’kresti dramatically pulled him out of his wheelchair and dangled Not&#039;zar out a castle window, telling Not&#039;Zar that if he ended the rehabilitation then he wouldn&#039;t have a cripple for a son. The incident made a fearful Not&#039;Zar continue the rehabilitation, and after years of more grueling practice he was able to walk once more when he was 15.&lt;br /&gt;
&lt;br /&gt;
While he was able to keep all of his limbs and regained the ability to walk with assistance from his cane, it&#039;s believed that his continued physical weaknesses from muscle damage and general weakness leave him unable to meet the standards of physical fitness to join the military and military academies that are traditional for Izweski to graduate. In addition, he is constantly battling aches from the weaknesses in his muscles and bones, needing oxycodone to get through a typical day.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar Izweski is extensively traveled, entering the core of human space for the first time when he was 16. Many close to the young Prince have said he indulges heavily in human and skrell cultures. In his Creative Writing Workshop at the university he created several illustrated fantasy stories which were popular with the human expats studying abroad on Moghes, which include &amp;quot;Mecha Battle on Luna&#039;s Torment&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
His true potential wasn&#039;t fully realized until the fateful events of May 6th, 2458. On that day his brother Yakt and his wife died in a shuttle crash. During the funeral Not&#039;Zar&#039;s father became inconsolable and eventually fell into a deep depression culminating into a coma. Legally Not&#039;Zar was now the heir, but a brother in-law, S&#039;linzar, quickly seized the moment and declared himself the Lord-Regent before Not&#039;Zar could seek his claim.&lt;br /&gt;
&lt;br /&gt;
The succession crisis split the Hegemony down the middle and Not&#039;Zar quickly had to maneuver the dangerous political climate. Not&#039;Zar had his immediate family quietly flee Moghes. Not&#039;Zar spent the rest of May navigating court intrigue and rallying support for his claim. He managed to retain an alliance with Lord-Admiral Trazarial Yizarus. Yizarus had the unique strength of commanding the HMV Cataclysm of the 1st Fleet; the most powerful warship in the Hegemony. Ickza attempted to purge the government of Not&#039;Zar loyalists but was unable to drive a wedge between the stubborn Trazarial despite declaring Trazarial a traitor and seizing all his assets on Moghes. These events lead to a dramatic stand-off in orbit of Moghes, as the loyalist 1st Fleet stared down the 2nd Fleet, commanded by Yizarus&#039; brother Azikyui.&lt;br /&gt;
&lt;br /&gt;
Through clever political posturing, Not&#039;Zar managed to hold onto his claims for long enough that he had secured enough allies to create a serious threat to the Ickza&#039;s power. Rather than risking a full blown civil war, Not&#039;Zar cleverly took advantage of S&#039;linzar&#039;s pride by calling him weak and challenging him to a duel. The proud S&#039;linzar agreed, and in a key mistake, allowed Not&#039;Zar to bring to battle &#039;whatever he could carry&#039;.&lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar took advantage of this by showing up to the duel in a combat mech before a large crowd of the Hegemony&#039;s most powerful nobles. The battle was short, with Not&#039;Zar draining S&#039;linzar&#039;s breacher suit and leaving his in-law helpless.&lt;br /&gt;
&lt;br /&gt;
S&#039;linzar surrendered and ceded his claims and titles, restoring the title of Lord-Regent to Not&#039;Zar.&lt;br /&gt;
&lt;br /&gt;
During his reign, Not&#039;Zar has shown an unwillingness to use force to resolve disputes. He is also openly critical of ancient Unathi customs and traditions, and his desire to trust in an inherent goodness in Unathi has made him come off as patronizing and naive. However, Not&#039;Zar is by no means as a coward. When the Maraziite Order besieged his family&#039;s personal castle in Skalamar, he stood firm and repelled several attempts by the inquisition to breach the gates. However, Not&#039;Zar&#039;s cool head prevailed as he forbade the city garrison from interfering, which he feared would have spilled out into open violence throughout the city.&lt;br /&gt;
&lt;br /&gt;
His negotiations with High Priest Unzi have directly lead to the Sk&#039;akh church being given legitimacy as a political force.&lt;br /&gt;
&lt;br /&gt;
Despite holding onto alliances with key supporters, Not&#039;Zar&#039;s position remains tenuous. The young nobleman is struggling to remain a moderate in a dangerous and polarized regime. He remains committed to giving Unathi a place in the galaxy and gain respect from the greater empires of the humans and skrell, but his moderate and progressive policies threaten to cause more instability and resentment from the nobility.&lt;br /&gt;
&lt;br /&gt;
=== Yizra Unzi ===&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
&lt;br /&gt;
Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
&lt;br /&gt;
The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
&lt;br /&gt;
Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
&lt;br /&gt;
The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
&lt;br /&gt;
The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
&lt;br /&gt;
So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
&lt;br /&gt;
Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
&lt;br /&gt;
For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
&lt;br /&gt;
The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
&lt;br /&gt;
=== Juzida Si&#039;akh ===&lt;br /&gt;
&lt;br /&gt;
Juzida was hatched &#039;&#039;&#039;Juzida Aizahi&#039;&#039;&#039; into a small family in 2409. His father ran their villages&#039; church and raised Juzida as an orthodox member of the faith. He was sent to the neighboring town of Ouairu for schooling in the small university there. He received a basic theological education and pursued a Doctorate in Sacred Theology with the intent of overseeing his village&#039;s church with his father. His studies ended on &#039;&#039;&#039;2437&#039;&#039;&#039; with the outbreak of the Contact War. His father died in the early stages of the war while acting as a Chaplain in the Izweski army. Juzida took on the mantle of Priest and struggled to maintain his small church as an unassuming, technically unqualified priest for those 2 years.&lt;br /&gt;
&lt;br /&gt;
It was shortly after his 30th birthday in the spring of &#039;&#039;&#039;2439&#039;&#039;&#039; that the &#039;&#039;&#039;Contact War&#039;&#039;&#039; went nuclear. His village received no prior warning. Juzida was in the basement of his church taking inventory when the ground began to shake and there was a sudden, unearthly roar that knocked him flat and caused sections of the basement to cave in. Juzida quickly left and emerged from his basement to a hellish landscape of brimstone and devastation. His entire village was completely gone and it was as if nothing had ever been there. In the distance Juzida saw the rising mushroom cloud heralding the apocalypse. It was here that Juzida fell to his knees and received divine revelation as Sk&#039;akh spoke to him directly. Sk&#039;akh told Juzida that the Unathi species had become too sinful and corrupted by evil and that the missiles streaking through the sky were the bringers of Judgement Day. Sk&#039;akh told him that everyone that died within the new few hours from the fires of atomic bombs would be cleansed of sin and join her in the afterlife, while all those left behind would be abandoned as Sk&#039;akh wrote off the Unathi species and condemed them to forever reincarnate on Moghes, trapped on the hell that they had created for themselves. Sk&#039;akh finally warned Juzida that she would only consider saving the species if they proved their worth by rebuilding and purifying Moghes, and that Juzida would be the &#039;&#039;&#039;Final Prophet&#039;&#039;&#039; to represent Sinta&#039;Unathi and prove to Sk&#039;akh that the species was worth saving.&lt;br /&gt;
&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== The Grim Compact ==&lt;br /&gt;
&lt;br /&gt;
=== Tizma Aihagi ===&lt;br /&gt;
&lt;br /&gt;
Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
&lt;br /&gt;
Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
&lt;br /&gt;
He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
&lt;br /&gt;
Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
&lt;br /&gt;
With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
&lt;br /&gt;
It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;Dread-Lady&#039;&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
&lt;br /&gt;
He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
&lt;br /&gt;
Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in 2459, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to the acquiring of the Malefaction by Yizilna, further driving Tizma’s burning envy.&lt;br /&gt;
&lt;br /&gt;
Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
&lt;br /&gt;
=== Yizilna Mo’hi ===&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=13175</id>
		<title>Template:Navbox Unathi Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Unathi_Lore&amp;diff=13175"/>
		<updated>2019-10-01T21:01:15Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#34AF10&amp;quot; | [[Unathi|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Unathi Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Planet, System, and Faction Page&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Moghes]]  ·  [[Ouerea]]  ·  [[Uueoa-Esa]]  ·  [[Notable Unathi Colonies]]  ·  [[Grim Compact]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Society and History Pages&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Notable Unathi]]  ·  [[Aut&#039;akh]]  ·  [[Unathi Military Structure]]  ·  [[Skalamar University Of Medicine]]  ·  [[Contact War]]  ·  [[Unathi Religion]]  ·  [[Unathi History]]  ·  [[Unathi Honor]]  ·  [[Star Code]]  ·  [[Unathi Recent Events]]&lt;br /&gt;
|- &lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:VUX&amp;diff=13173</id>
		<title>User:VUX</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:VUX&amp;diff=13173"/>
		<updated>2019-10-01T20:56:33Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:VUX&amp;diff=13169</id>
		<title>User:VUX</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:VUX&amp;diff=13169"/>
		<updated>2019-10-01T20:51:48Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Grim Compact&#039;&#039;&#039;, or simply the &#039;&#039;&#039;Compact&#039;&#039;&#039;, is a feudal organization of pirates frequently based in the &#039;&#039;&#039;Kaziti&#039;&#039;&#039; star system. They follow the [[Star Code]], which is an ad hoc code of honor for Unathi pirates. Their primary headquarters is the &#039;&#039;&#039;Malefaction&#039;&#039;&#039; space station, a converted former space prison. It orbits the small moon of &#039;&#039;&#039;Ha’zana&#039;&#039;&#039;, which is a habitable planet with a population of around ten thousand. The Compact is a diarchy, which means it is ruled by two Pirate Lords. The current rulers are the &#039;&#039;&#039;Dread-Lord Tizma&#039;&#039;&#039;, and &#039;&#039;&#039;Dread-Lady Yizilna&#039;&#039;&#039;. These two have a complicated relationship, frequently shifting between passionate lovers and merciless, cutthroat enemies in a rivalry that is a constant source of drama within the group.&lt;br /&gt;
&lt;br /&gt;
== The Grim Fleets and Malefaction ==&lt;br /&gt;
&lt;br /&gt;
=== Tizma’s Doom-Sails ===&lt;br /&gt;
&lt;br /&gt;
Commanded by &#039;&#039;&#039;Tizma Aihagi&#039;&#039;&#039;, the Doom-Sails are a fleet of battle-hardened warships with an infamous reputation for &#039;&#039;&#039;speed and tenacity&#039;&#039;&#039;. With over sixty corvettes and its flagship cruiser &#039;&#039;&#039;Augury&#039;&#039;&#039;, it lacks the heavy hitting firepower of most fleets but makes up for it with sustained, relentless pressure on an enemy. The Doom-Sails are also &#039;&#039;&#039;nearly impossible to escape in a chase&#039;&#039;&#039;; their hunting tactics on their targets are similar to the hunting strategy of ancient Sinta, herding their prey right into the jaws of a trap.&lt;br /&gt;
&lt;br /&gt;
The Doom-Sailors &#039;&#039;&#039;do not typically enjoy boarding ships&#039;&#039;&#039;, and much prefer engaging in protection rackets with dramatic displays from their ships, like firing shots across the bow, or unfurling their decorative solar sails in a power display. In boarding actions Doom-Sailors tend to use &#039;&#039;&#039;a mixture of ranged and melee weapons&#039;&#039;&#039;. It is a tradition that if any ship warrants being boarded, that the enemy Captain must be taken prisoner even if all of the other crew are released, and kept as a hostage until an enormous ransom is paid.&lt;br /&gt;
&lt;br /&gt;
It’s members tend to be &#039;&#039;&#039;eager and ambitious&#039;&#039;&#039;, always willing to prove themselves. They are also typically seen as arrogant and boastful. This tends to annoy other Unathi because of the common refrain Doom-Sailors show in actually fighting in frequent battle, giving them the negative reputation of being &#039;&#039;&#039;bookish and impish&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
=== Yizilna’s Steel-Spirits ===&lt;br /&gt;
&lt;br /&gt;
Commanded by &#039;&#039;&#039;Yizilna Mo’hi&#039;&#039;&#039;, the Steel-Spirits are a fleet known for exceptional &#039;&#039;&#039;brutality and aggression&#039;&#039;&#039;. With fifty corvettes, two cruisers, and its flagship cruiser &#039;&#039;&#039;Kismet&#039;&#039;&#039;, it has significant firepower. The primary strategy of the Steel-Spirit fleet is constant, high intensity close quarters battle. The Steel-Spirits, unlike the Doom-Sails, &#039;&#039;&#039;loathe running typical protection rackets&#039;&#039;&#039;. Any ship that ends up being targeted by the Steel-Spirits will &#039;&#039;&#039;end up being rammed at least once&#039;&#039;&#039;, even at low speeds, if only because of the incredible boredom of the pirates with the whole affair. During protection rackets on civilian ships the Steel-Spirits typically like to &#039;&#039;&#039;goad their victims into trying to fight back&#039;&#039;&#039;, taunting them or demanding ridiculous sums of money or loot under threat of opening fire if refused, before suddenly demanding a reasonable sum again.&lt;br /&gt;
&lt;br /&gt;
In battle the Steel-Spirits excel. &#039;&#039;&#039;Every member is drilled in close quarters combat&#039;&#039;&#039;, using a mixture of ranged and steel melee weapons. They tend to fight in tight formations, utilizing overlapping energy shields and using their free arm to empty their ranged weapons against their enemy, before, in formation, using a high speed charge to close the distance and engage in melee.&lt;br /&gt;
&lt;br /&gt;
While they show mercy as required by the [[Star Code]], Steel-Spirits have an open and vocal &#039;&#039;&#039;contempt for anyone that would surrender&#039;&#039;&#039; to them in battle.&lt;br /&gt;
&lt;br /&gt;
Its members tend to be &#039;&#039;&#039;hot headed and unpredictable&#039;&#039;&#039;, always willing to accept a challenge. They typically show solid discipline when on duty but get &#039;&#039;&#039;compared to wild Threshbeasts&#039;&#039;&#039; when docked on shore leave. Every Steel-Spirit must be able to hold their butanol, hold themselves in a fight, and hold to the Star Code. Usually all three at the same time.&lt;br /&gt;
&lt;br /&gt;
=== The Malefaction ===&lt;br /&gt;
&lt;br /&gt;
Equipped with a bluespace drive ripped off a captured cruiser in the past, the Malefaction is &#039;&#039;&#039;capable of bluespace jumping away from danger&#039;&#039;&#039;, even if it cannot fine tune itself as it lacks traditional engines. When settled down, it quickly becomes a free haven and headquarters for the Grim Compact. Its former use as a space prison translates into its segmented design, with the former cells in the sublevel - now with regular doors installed - being used as small residencies for its crew or even motel rooms for visitors. The higher ranking members of the Compact have access to the nicer facilities in the main level. The upper level is the &#039;&#039;&#039;Promenade&#039;&#039;&#039;; a collection of makeshift shops and bars that cater to the unsavory elements that call this place home or a quick stop. An ad hoc justice system is set up, with Doom-Sailors or Steel-Spirits policing themselves and any visitors. &#039;&#039;&#039;While nearly anything goes,&#039;&#039;&#039; “Being Like A Guwan” (otherwise known as ‘disturbing the peace’ in more civilized sectors) can have you thrown into one of the more traditional cells in the forgotten portions of the sublevel.&lt;br /&gt;
&lt;br /&gt;
=== The Lovers’ Rivalry ===&lt;br /&gt;
&lt;br /&gt;
While Yizilna and Tizma &#039;&#039;&#039;jointly rule&#039;&#039;&#039; the Compact through intimidation, fear, and the Star Code, their rule is anything but stable. As a woman, Yizilna being in such a high position is offensive to the sensibilities of Unathi outside of her fanatical followers in the Steel-Spirits. A large portion of why she remains in power is that she has &#039;&#039;&#039;yet to lose in single combat&#039;&#039;&#039;, and has suffered no major defeats with her fleet. Riding on nothing but victories, Yizilna retains her power and influence. &#039;&#039;&#039;Tizma is famously deeply in love with his co-ruler&#039;&#039;&#039;, attracted by such a powerful woman. But he also struggles with a deep resentment that a woman could accomplish as much as or more than he has.&lt;br /&gt;
&lt;br /&gt;
After Yizilna has any great victories or particularly lucrative rackets or raids, &#039;&#039;&#039;Tizma flies into an envious rage&#039;&#039;&#039;. At this time the two typically start having brutal brawls - if these fights start in public they often spill out from room to room, with everyone around too terrified of them to intervene. These fights use swords or spears, and the two do not hesitate in their attacks, but any lethality is made difficult by their roughly evenly matched abilities. After they tire each other out, they tend to separate and engage in fierce competitions. These times of competition are called &#039;&#039;&#039;Great Spats&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
During a &#039;&#039;&#039;Great Spat&#039;&#039;&#039;, the two fleets engage in more and more reckless and daring actions, even skirting up against contemporary fleets of the more civilized nations. Great Spats tend to last for a month or more at a time, and even the Doom-Sailors and Steel-Spirits are possessed by an unusual fanaticism. They typically end when the two tire of the rivalry and set aside their differences, returning to each other’s embrace until the next time Tizma’s envy overtakes him.&lt;br /&gt;
&lt;br /&gt;
For her part, Yizilna has said that she &#039;&#039;&#039;enjoys finally finding a man who does not bore her&#039;&#039;&#039;; but she resents his domineering demands that she be less successful than he is. This jealousy that he wants to take away her accomplishments leads to her spitefully going out to achieve even more, fueling Tizma’s envy.&lt;br /&gt;
&lt;br /&gt;
== Feudalism In The Compact ==&lt;br /&gt;
&lt;br /&gt;
All members of the Compact live under a &#039;&#039;&#039;feudal hierarchy&#039;&#039;&#039;, with obligations and expectations to those below and above those in the hierarchy. They are divided between &#039;&#039;&#039;Dread Ones&#039;&#039;&#039;, who make up the nobility, and the &#039;&#039;&#039;Grim Ones&#039;&#039;&#039;, who make up the non-nobility.&lt;br /&gt;
[[File:Compact-Feudalism.png|thumb|Feudalism in the Compact mimics the feudal structure of the Hegemony.]]&lt;br /&gt;
&#039;&#039;&#039;Dread-Lords&#039;&#039;&#039; are the co-monarchs of the Compact. They are best compared to the Overlords of the Hegemony. They are responsible for providing for Dread-Admirals of their Armada&#039;s and dividing loot between them, as well as the appointment or removal of Dread-Admirals. In turn, Dread-Admirals provide their service and abilities to the Dread-Lords, fighting in their name. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dread-Admirals&#039;&#039;&#039; lead groups of ships within the wider Armada, typically eight to fifteen. They are best compared to Lords of the Hegemony. They are granted special protections and privileges by the Dread-Lords. They receive the second highest amount of loot, and have considerable power in the Compact’s ad hoc legal system.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dread-Pirate&#039;&#039;&#039; lead their individual ships like a fiefdom, where Dread-Admirals are responsible for the wider fleet. Dread-Pirates are best thought of a mixture of a Captain and feudal Count. Members of each individual ship owe their loyalty to their Dread-Pirate. It is their responsibility to divide the loot fairly between their crew, and treat their crew honorably and fairly. Dread-Pirates provide their service to Dread-Admirals in exchange for special privileges and legal protections.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holymen&#039;&#039;&#039; are priests or shamans of the major faiths. They are given special privileges and protections by the nobility, and are allowed to freely roam the Compact to provide spiritual services. Harming or stealing from a Holyman is strictly forbidden, and anyone that accosts a shaman or priest can quickly find a finger removed quickly and cleanly by order of a Dreaded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grim-Warriors&#039;&#039;&#039; are pirates that distinguish themselves in battle under their Dread-Pirate. They are well respected by other Crewmen. They are expected to provide martial service to their Dread-Pirate, and in turn are expected to be paid regularly and receive sizable loot. They are exempt from menial labor, as their Dread-Pirate is expected to provide for them. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grim-Crew&#039;&#039;&#039; are the common pirates that keep things running. Gunners, technicians, guards, medics - all working under their respective Dread-Pirate. More menial jobs tend to rotate on a chore wheel, or are performed by hostages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Guwan&#039;&#039;&#039; are the absolute bottom of the Compact. They find little relief here compared to the Hegemony. They have zero protections and are persecuted or chased out of the Compact entirely. What Guwan that remain are often used as little more than menial servants, performing degrading duties such as custodial work or mining resource deposits that a Dread-Pirate would enjoy having without having to ask any of their men to perform the act of physically mining it.&lt;br /&gt;
&lt;br /&gt;
== Relationship with the Hegemony ==&lt;br /&gt;
&lt;br /&gt;
=== The Great IC Issue ===&lt;br /&gt;
&lt;br /&gt;
== Relationship with Dominia ==&lt;br /&gt;
&lt;br /&gt;
=== Kazhkz Me About It ===&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Potential Character Concepts ==&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13168</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13168"/>
		<updated>2019-10-01T20:50:55Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* The Grim Compact */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
&lt;br /&gt;
==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
&lt;br /&gt;
=== Kazani: the First Guwandi ===&lt;br /&gt;
&lt;br /&gt;
Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Hegemony, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
&lt;br /&gt;
Kaxedun 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 Kaxedun inherited the role of Clan-Leader once his father died, &#039;&#039;&#039;he was barely in his 30’s&#039;&#039;&#039;. Despite his prestige and power however, he was never offered a wife as all Clans knew of his violent ways and refused to allow their daughters to be put at risk at the hands of such a savage person.&lt;br /&gt;
&lt;br /&gt;
His brother, Trazli Kaxedun, one day came to his brother and demanded that he be given half of the Clan’s lands to govern himself. Trazli had no lands of his own, and had grown jealous of Kaxedun. This set Kaxedun into a rage and he attacked his brother immediately, killing him on the spot.&lt;br /&gt;
&lt;br /&gt;
When the rage subsided, Kaxedun looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
&lt;br /&gt;
He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
&lt;br /&gt;
By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
&lt;br /&gt;
One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
&lt;br /&gt;
Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
&lt;br /&gt;
Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
&lt;br /&gt;
===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
&lt;br /&gt;
Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
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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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== Contemporary ==&lt;br /&gt;
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=== Vuthix Akhandi ===&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]]&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
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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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=== Not&#039;zar Izweski ===&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 practice 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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=== Yizra Unzi ===&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
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Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
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The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
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Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
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The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
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The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
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So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
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Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
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For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
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The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
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=== Juzida Si&#039;akh ===&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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[[File:Siakh.png|thumbnail|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&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;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
== The Grim Compact ==&lt;br /&gt;
&lt;br /&gt;
=== Tizma Aihagi ===&lt;br /&gt;
&lt;br /&gt;
Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
&lt;br /&gt;
Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
&lt;br /&gt;
He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
&lt;br /&gt;
Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
&lt;br /&gt;
With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
&lt;br /&gt;
It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;Dread-Lady&#039;&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
&lt;br /&gt;
He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
&lt;br /&gt;
Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in 2459, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to the acquiring of the Malefaction by Yizilna, further driving Tizma’s burning envy.&lt;br /&gt;
&lt;br /&gt;
Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
&lt;br /&gt;
[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13167</id>
		<title>Notable Unathi</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Unathi&amp;diff=13167"/>
		<updated>2019-10-01T20:49:26Z</updated>

		<summary type="html">&lt;p&gt;Senpai Jackboot: /* Contemporary */ added Tizma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Unathi Lore}}&lt;br /&gt;
[[Unathi]] history and society has a long list of notable individuals and heroes that are known across [[Moghes]], or who&#039;s fame has become a household name in both Moghes and [[Ouerea]]. &lt;br /&gt;
&lt;br /&gt;
==Myths and Legends==&lt;br /&gt;
The majority of Unathi legends follow the feats of individuals and their impact on the world. They stress the importance and abilities of single individuals, and carry with them moral lessons that tend to reinforce Unathi cultural ideas.&lt;br /&gt;
&lt;br /&gt;
=== Kazani: the First Guwandi ===&lt;br /&gt;
&lt;br /&gt;
Kazani Guwandi, born &#039;&#039;&#039;Kazani Kaxedun&#039;&#039;&#039;, is an ancient figure who is believed to have been born sometime between &#039;&#039;&#039;300 BCE to 20 CE&#039;&#039;&#039;. Born before the Sarakus Hegemony, he was the first of two sons of a small noble family that ruled over the village of Kutah. He was raised as the heir to his Clan’s lands and spent his youth in a comfortable life in luxury. Coming into his teenage years he began to fall subject to fits of rage, often exploding on people and physically attacking them for even the smallest provocation and earning a reputation as a brutal person. His father sent him to be trained as a warrior in the hopes of giving him an outlet for his anger. He was trained for years as his instructors tried to bring discipline to the Prince. During training he would fly into a berserk rage and maul his sparring partners. After nearly killing one of them, his father finally just sent him off with the army to fight their Clan’s enemies in the constant battles they fought to defend their lands.&lt;br /&gt;
&lt;br /&gt;
Kaxedun 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 Kaxedun inherited the role of Clan-Leader once his father died, &#039;&#039;&#039;he was barely in his 30’s&#039;&#039;&#039;. Despite his prestige and power however, he was never offered a wife as all Clans knew of his violent ways and refused to allow their daughters to be put at risk at the hands of such a savage person.&lt;br /&gt;
&lt;br /&gt;
His brother, Trazli Kaxedun, one day came to his brother and demanded that he be given half of the Clan’s lands to govern himself. Trazli had no lands of his own, and had grown jealous of Kaxedun. This set Kaxedun into a rage and he attacked his brother immediately, killing him on the spot.&lt;br /&gt;
&lt;br /&gt;
When the rage subsided, Kaxedun looked on the body of his brother and realized what he had done. He dropped to his knees and wept for the Ancestors to forgive him.&lt;br /&gt;
&lt;br /&gt;
He soon abandoned his Clan, renouncing all of his titles and possessions. He wandered off into the wilderness, taking on the name Guwandi, which loosely means ‘clanless gladiator’. He travelled the globe, looking to die in battle to redeem himself. With each duel he fought, he hurled himself into it intent to win. He knew that if he simply meekly accepted death that he would never redeem himself for his fratricide. Kazani spent years trying to die in battle. For an entire decade he walked Moghes, slaying foe after foe. He grew increasingly desperate, provoking entire bandit parties, town militias, and even whole armies to face him in the field, alone. Each time he fought viciously’, often over entire days without rest, his sword never dry.&lt;br /&gt;
&lt;br /&gt;
By the time he was &#039;&#039;&#039;40 years old&#039;&#039;&#039; and reaching the twilight of his life, he looked back upon his many conquests and uncountable victories, and wept. Kazani was cursed to be unbeatable, and knew he would never find peace or redeem himself before the Ancestors. &lt;br /&gt;
&lt;br /&gt;
One day Kazani came before a wandering shaman in the unknown wilds. Kazani was desperate for a fight, and fell to his knees before him. Kazani explained his curse and begged the shaman to lift it so he could die in battle. The shaman listened intently and finally asked what Kazani would to have done with his remains when he died. Kazani said he wanted to be buried at his Clan’s former estate next to his brother. The shaman agreed, and said he would lift Kazani’s curse if Kazani would fight him to the death.&lt;br /&gt;
&lt;br /&gt;
Kazani, despite knowing the shaman would surely die, was desperate enough to accept. When they began the duel, Kazani hurled himself at the shaman. But the shaman deftly dodged out of the way and struck Kazani in the back of the head with his walking staff. Kazani fell forwards and hit his head on a rocky outcropping, killing him instantly.&lt;br /&gt;
&lt;br /&gt;
Slain by one of the High Elders of the Akhanzi order, Kazani was finally found to have died in battle and his sins redeemed. He was reunited with his brother and the Ancestors and they joined Sk’akh to live in the eternal afterlife.&lt;br /&gt;
&lt;br /&gt;
===Tryazali Kres&#039;ha&#039;nor===&lt;br /&gt;
&lt;br /&gt;
Tryazali was born in 949 CE to a minor noble family in what is modern day Baandr. He is credited in Unathi myth as founding the first Hegemony. Information about Trizarki comes from the epic The First Prince and the Night Queen written 1572-1602 CE. According to the epic, when Tryazali was 26 he became separated from his hunting party out in the mountains. He wandered for five days and five nights, unable to find food, water, or shelter. As he was about to die of exposure he was saved by a mysterious tribe of all-female warriors. After he had been nursed back to health by three of the tribe&#039;s healers he was taken to meet with their queen, who styled herself The Empress Of Night. She was a ruthless and cunning leader with an azure-colored hide and pure white eyes who claimed to possess magical abilities and a strong spiritual connection to the ancestors. She had been known to lead her tribe of warriors on various raids of the neighboring cities and keep her village hidden in the deep forests in the mountains. After her talks with Tryazali, she demanded that he repay the debt he owed them for saving his life. She tasked him with the rescue of her eldest daughter, who had been kidnapped by a nobleman in S&#039;th. The Queen promised many blessings for the safe return of her child Raz&#039;ha, but warned Tryazali that should he deviate or try to escape from his debt, she would place a curse on him that would doom him and his clan for as long as they tread upon Moghes. &lt;br /&gt;
&lt;br /&gt;
Tryazali eventually learned the whereabouts of the princess, who was being held as a slave to the Lord of S&#039;th, Taraz Jy&#039;haza, keeping her as an exotic curiosity due to the color of her hide, which was a rich azure color. Tryazali would later storm the Lord Taraz&#039;s castle and demanded a duel for ownership of Raz&#039;ha. Lord Taraz rebuffed him and sent out his own soldiers, but one by one they fell before the skilled Prince. Eventually Lord Taraz accepted the challenge after overhearing whispers of cowardice amongst his court. According to the epic the resulting duel lasted two entire days before Prince Trazali slew Lord Taraz. Victorious, Tryazali then proclaimed himself the new Lord of S&#039;th, liberating the city and freeing Raz&#039;ha. Before returning her to her mother, the two ended up falling in love, and she elected to remain with Tryazali, becoming queen of S&#039;th and taking the name Kres&#039;ha&#039;nor with her mother&#039;s blessing. Tryazali expanded the influence of S&#039;th and eventually created the First Hegemony. He died at the age of 53, in the year 1002 CE. The Kres&#039;ha&#039;nor Hegemony after him continued to grow and dominate most of Moghes.&lt;br /&gt;
&lt;br /&gt;
===Shizarsa Ksi&#039;ka===&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka is believed to have been born in &#039;&#039;&#039;1632 CE&#039;&#039;&#039; to the leaders of a small tribe outside Darakath. She was bethrothed to a hunter from another village but even from a young age she resented this fact. She is known to have been a wild child, picking fights with other children. When she was 17, before the planned wedding day, she fled her village with her father&#039;s sword and crossbow. Outraged, her betrothed, Karask, sent several expeditions after her to arrest and return her. Ksi&#039;ka managed to wound a hunter sent after her with her crossbow but her inexperience with combat lead her to being quickly disarmed and arrested. As she was being escorted back her group was ambushed by bandits and she was kidnapped yet again. Shizarsa was held as a captive of the bandits, who forced her to cook, clean, and otherwise act as a maid for their enclave. According to legend she struck a friendship with one of the bandits and he agreed to train her to defend herself.&lt;br /&gt;
&lt;br /&gt;
When she was 27 Ksi&#039;ka killed the leader of the bandits and began leading the men herself. She became an infamous bandit, harassing traveling merchants. One day she even attacked Karask&#039;s village, killing him and freeing a woman he had taken as another wife in her place.&lt;br /&gt;
&lt;br /&gt;
Her fame and power grew until she controlled a small petty kingdom that surrounded Darakath and with dozens of kills under her belt. Fearing the barbarians ravaging the countryside Lord of the city sent out his eldest son, Gri&#039;zarsuth, to lead 48 of the city&#039;s soldiers to find the bandit enclave and destroy it.&lt;br /&gt;
&lt;br /&gt;
Eventually Gri&#039;zarsuth and his men managed to ambush Ksi&#039;ka&#039;s camp and slew or captured the majority of her men. According to legend Ksi&#039;ka managed to kill four men and was the last one standing. Gri&#039;zarsuth managed to knock her out by hitting her in the head with the flat of his sword.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka was considered a wild savage by everyone in the city when she was dragged to the dungeons in chains, but Gri&#039;zarsuth fell in love with her. He begged his father four times to spare her, and four times he refused. The day before her execution Gri&#039;zarsuth begged again, saying that he could civilize Ksi&#039;ka. Finally his father relented on the condition that he be able to civilize Gri&#039;zarsuth within a year.&lt;br /&gt;
&lt;br /&gt;
Ksi&#039;ka&#039;s wild spirit was reigned in by Gri&#039;zarsuth over the following year, and the barbarian savage was transformed into a proper princess. At the end of the year she was brought before Gri&#039;zarsuth&#039;s father, who marveled at the change a man could bring such a wild woman. She was allowed to live, and eventually married Gri&#039;zarsuth.&lt;br /&gt;
&lt;br /&gt;
== The Contact War ==&lt;br /&gt;
&lt;br /&gt;
===Don&#039;zai Azarak===&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai Azarak was born on 2408 CE in the former city of Darakath, the capital of the Azarak Kingdom, which also briefly served as the capital of the Traditionalist Coalition during its existence. His parents, King Yuiz Azarak and Queen Kwina Azarak, gave him two siblings, both of which were sisters, and his family all followed the Tha&#039;kh faith.&lt;br /&gt;
&lt;br /&gt;
Prince Azarak received extensive education from a young age, showing promise and charisma. When he was 16 he was sent to the University of Darakath to become an Apprentice for the Guildmaster of the university, where he also received his education. While attending university he would be bethrothed to his future wife, Princess Wei&#039;za from the northern kingdom of Izgwani, and they would marry when they were both 20, in 2428.&lt;br /&gt;
&lt;br /&gt;
They had two hatchlings six months after the marriage ceremony, giving Don&#039;zai two children; the male Don&#039;ziki and female Yuiza. Don&#039;zai immediately fell in love with his children and became famous for his elaborate and lavish displays of affection. Using his influence as Prince and heir of the Kingdom he managed to persuade the University of Darakath to rename two new campus buildings after his children. He also spent excessive funds on having the baby rooms renovated with elaborate decorations and furnishing, famously including a small fountain in his son&#039;s room and hydroponic trays growing a variety of colorful, exotic plants in his daughter&#039;s room.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai&#039;s father died when he was 24, in 2432, and Don&#039;zai was crowned King. Though he professed a desire to continue his studies and delegate matters of state to his staff, the unprecedented event of alien life visiting Moghes forced him to take a leave of absence from his studies and take on official duties as King.&lt;br /&gt;
&lt;br /&gt;
The human and Skrell expedition that made contact with Moghes in 2433 was done in the Izweski Nation, which was the world&#039;s sole superpower and Hegemony.&lt;br /&gt;
&lt;br /&gt;
Knowing they had the only functioning spaceports and access to the greater galaxy, Don&#039;zai sent repeated requests to the Izweski to have an Azarak representative sent to humanity and the skrell to speak for his Kingdom but each time he was rebuffed, with the Izweski taking on a patronizing and condescending attitude to his Kingdom.&lt;br /&gt;
&lt;br /&gt;
Azarak called a summit of all world leaders in late Versakh (April relative) of 2433. The summit took place in Tisxaclas, the capital of his allies, the Izgwani, where he gave his infamous speech and single-handily managed to become a global icon and the poster boy of the anti-Izweski bloc.&lt;br /&gt;
&lt;br /&gt;
During the global crisis that had erupted after the Izweski had colonized Ourea, in which humanity and the skrell had practically taken charge of, Don&#039;zai Azarak was one of the leading figures that would come to found the Traditionalist Coalition. He personally served in the conflict, becoming an artilleryman in the Azarak 1st Retinue, his family&#039;s private levee. Images of him manning an artillery cannon in active battle were turned into propaganda pieces and he became known as the King on the Battlefield.&lt;br /&gt;
&lt;br /&gt;
It&#039;s not known if Azarak approved a nuclear weapons program or even authorized the deployment of their use, but following the atomic attack on Da&#039;ha&#039;den on September 5th, 2439 and the following nuclear exchange his whereabouts became unknown as the 1st Retinue was hit by an Izweski atomic bomb while stationed outside Res&#039;karum. Originally the Retinue had been warned about the impending attack and were attempting to retreat away from the military base and disperse into the countryside.&lt;br /&gt;
&lt;br /&gt;
King Don&#039;zai Azarak spent the week on a journey back to Darakath, facing incredible danger as command and control began to collapse across the planet. He became separated from his retinue and was forced to travel alone, most of his travel spent on foot.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai managed to make it back to Dakarath, which had been spared from atomic attack by virtue of its defenses. However his journey saw him afflicted with severe radiation poisoning, and he spent the remaining duration of the Contact War too weak to be effective, effectively bedridden.&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai refused all medical treatment, forbidding a doctor to enter the grounds. When his wife tearfully begged him to let the doctor in to provide anti-radiation treatment, he is quoted to have said, &lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will die in in my own home on my own terms. I refuse to die at the axe of the Izweski.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Don&#039;zai died of severe radiation poisoning on 2441. In his final lucid moments, his final words are said to have been,&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Care for our children, Wei&#039;za.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Contemporary ==&lt;br /&gt;
&lt;br /&gt;
=== Vuthix Akhandi ===&lt;br /&gt;
[[File:Akhandi.png|thumbnail|Portrait of Vuthix Akhandi, circa 2459.]]&lt;br /&gt;
Vuthix Akhandi is one of the most well known Elder Shaman of the [[Unathi Religion|Akhanzi Order]], and is the face of the Akhanzi through recent history. He is the first Elder Shaman to advocate a mass evacuation of the Order from [[Moghes]] to escape the [https://forums.aurorastation.org/viewtopic.php?p=97555#p97555 Iron Crusade], a massive attack on all Order temples. He is currently living in Mendell City, [[Tau Ceti]] in the newly built Akhanzi Library.&lt;br /&gt;
&lt;br /&gt;
Vuthix Akhandi was born in &#039;&#039;&#039;2405&#039;&#039;&#039; into the now extinct clan Slithiss, which resided in the once fertile lands east of Mudki.  He felt the calling to be a shaman at an early age, but his clan members did not hold high respect to him for the role was largely ceremonial and often more political token than a respected profession to the Slithiss clan.  He tried over several years to enact reforms within the clan, to increase spiritual idealism within, before finally growing frustrated with the lack of interest from his Clan&#039;s leaders.  Vuthix began casting what influence he had to travelers, and in his early twenties, received an invitation to join the Akhandi Order from a shaman on a pilgrimage through his home lands that he had the pleasure to speak to.  The decision to abandon his clan and renounce all title to it was not a difficult decision for Vuthix, and he formally renounced his affiliation with the Slithiss clan soon after, beginning his own pilgrimage to the mountain temple far to the southwest. There was no further significant contact between Vuthix and his former clan for the next four decades as he learned various teachings of the Akhanzi as an acolyte, then a shaman, and now an Elder Shaman.&lt;br /&gt;
&lt;br /&gt;
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;
&lt;br /&gt;
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;
&lt;br /&gt;
=== Not&#039;zar Izweski ===&lt;br /&gt;
&lt;br /&gt;
[[File:Not&#039;Zar.png|thumbnail|Portrait of Not&#039;Zar Izweski, circa 2458.]]&lt;br /&gt;
&lt;br /&gt;
At 22 as of 2460, Not&#039;zar is the second oldest child to the Hegemon and his First Wife. He become the new Heir to the Hegemony after the death of his brother in a shuttle crash in may of 2458. Not&#039;zar Izweski chose to seek an education in Sinta&#039;studies (Unathi Humanities) and pursued a bachelors in Sinta&#039;Philosophy in the University of S&#039;th before his duties as Lord-Regent forced him to suspend his studies. &lt;br /&gt;
&lt;br /&gt;
As an infant he was struck with The Rot, a deadly viral infection passed from breeds of Moghean birds that almost claimed his life as an infant. The next 5 years were spent on a hospital bed as a sickly child barely clinging to life. The Rot causes Unathi scales and even the rest of the hide to rot and fall off, leaving open wounds and necrotic tissue while it also harms muscle growth while weakening tendons. Every day specialized surgeons had to remove more and more infected tissue to contain the spread of the Rot. &lt;br /&gt;
&lt;br /&gt;
Not&#039;Zar survived the disease and spent his entire childhood in physical rehabilitation. He was unable to stand at all, and his condition was an open secret - the Hegemon S’kresti refused to let Not&#039;Zar socialize with anyone outside the castle courtiers. S’kresti was deeply ashamed at having a crippled son. When Not&#039;Zar was 13 he told his father than he wanted to stop rehabilitation because it wasn&#039;t working and he was still unable to walk. S’kresti dramatically pulled him out of his wheelchair and dangled Not&#039;zar out a castle window, telling Not&#039;Zar that if he ended the rehabilitation then he wouldn&#039;t have a cripple for a son. The incident made a fearful Not&#039;Zar continue the rehabilitation, and after years of more grueling practice he was able to walk once more when he was 15.&lt;br /&gt;
&lt;br /&gt;
While he was able to keep all of his limbs and regained the ability to walk with assistance from his cane, it&#039;s believed that his continued physical weaknesses from muscle damage and general weakness leave him unable to meet the standards of physical fitness to join the military and military academies that are traditional for Izweski to graduate. In addition, he is constantly battling aches from the weaknesses in his muscles and bones, needing oxycodone to get through a typical day.&lt;br /&gt;
&lt;br /&gt;
Not&#039;zar Izweski is extensively traveled, entering the core of human space for the first time when he was 16. Many close to the young Prince have said he indulges heavily in human and skrell cultures. In his Creative Writing Workshop at the university he created several illustrated fantasy stories which were popular with the human expats studying abroad on Moghes, which include &amp;quot;Mecha Battle on Luna&#039;s Torment&amp;quot;. &lt;br /&gt;
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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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=== Yizra Unzi ===&lt;br /&gt;
[[File:HighPriestUnzi.jpg|thumb|Once the court chaplain for the Izweski, High Priest Yizra Unzi used a cult scare in 2458 to rapidly elevate his power and centralize the Sk&#039;akh church, becoming the official leader of the Church and commander of its militant inquisition, the Maraziite Order.]]&lt;br /&gt;
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Yizra was born in 2407 in the city of Skalamar and raised by a wealthy, orthodox Sk&#039;akh family. His father was a Priest for a large local church and helped the young Yizra through his studies to gain a Doctorate in Sacred Theology, becoming a priest by 30. His father&#039;s influence helped him rise the ranks of the Church quickly, and he inherited his father&#039;s church by 32 when he passed. One of the responsibilities of Sk&#039;akh priests was diagnosing many ills that could be blamed on malacious spirits. Families in Skalamar would bring the mentally ill to the churches to ask if they were genuinely mentally ill or possessed by evil spirits. The mentally ill were often disowned or kept locked up in private Guild institutions, never to be heard from again to avoid embarrassing the family. A priest declaring them possessed kept the Unathi in the care of the Church, so Yizra became a champion for the mental health community in the city because he would always diagnose them as possessed in order to take them under the care of his Church for long-term treatment and care.&lt;br /&gt;
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The popularity with the city gave him enough influence to be appointed the new Izweski chaplain when the former retired. He was put in charge of all the ceremonial festivities of the capital city of Skalamar, but he still made time to give sermons in his Clan&#039;s church. The Church at this time was organized but there was not a lot of formal control or bureaucracy - it was held together by traditions and expectations.&lt;br /&gt;
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Yizra was rather quiet during and after the crisis&#039; of the Ouerean colonization and the &#039;&#039;&#039;Contact War&#039;&#039;&#039; outside advocating for a peaceful resolution or quick Izweski victory. During the war however he donated nearly all of his wealth to various charities that looked after disabled veterans of the war along with rebuilding efforts for villages ravaged by the conflict.&lt;br /&gt;
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The turning point of Yizra&#039;s career came in 2453. As Yizra was walking from the Izweski Citadel to a charity to meet with the leaders, a group of Unathi in cloaks approach him on an isolated street. They engaged in a brief theological discussion before trying to convince him to join their movement. He refused repeatedly and tried to get past them, making them grow agitated. They started grabbing him and trying to drag him into the alley to kidnap him. His shouts were heard by nearby Watchmen, who rushed to the scene and caused the assailants to flee. They chased the assailants into an alley that lead to a dead-end, but they had disappeared into thin air. The only thing left behind was a single piece of bloody manuscript with a strange, illegible scribbling on it.&lt;br /&gt;
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The incident deeply concerned him and he began reaching out to his contacts throughout the city. Through sympathetic law enforcement he discovered that there&#039;s been a spate of disappearances and murders throughout the city going back as far as 2433. After enlisting the help of several priests and private detectives he compiled all of the evidence that pointed to a massive, unprecedented underground cult movement being responsible. He took the findings repeatedly to law enforcement and various Lords, but all rebuffed him, saying either that he was being zealous or that he had no authority over secular matters like law enforcement.&lt;br /&gt;
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So Yizra went public with his findings, stoking the flames of a Cult Panic that swept Unathi space in 2458 to become High Priest, assuming total control over the entire Sk&#039;akh faith. He consolidated his power and also founded the Maraziite Order, a military order under the command of the High Priest with the right to bear arms and dispense justice against spiritual threats to the Hegemony. In its short existence it has arrested several hundred individuals and seized many tomes and documents that Mariziite authorities claim are evidence of cult involvement. &lt;br /&gt;
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Yizra has become single-minded in his goal to eradicate the threat of the occult from the Hegemony. His growing zeal and conviction has lead him to behave more ruthlessly, believing more and more in the ends justifying the means. He&#039;s never been recorded disparaging the Th&#039;akh faith (outside general theological disputes) but he has overlooked Maraziite persecution of Th&#039;akh shamans during his tenure.&lt;br /&gt;
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For skeptics it&#039;s unclear how genuine Yizra&#039;s intentions are, and he&#039;s often painted as a paranoid zealot. &lt;br /&gt;
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The cult the Maraziites are fighting remains a vague enigma, and they aren&#039;t fully sure if it&#039;s a single movement or several. What scant physical evidence they gain from arrested cultists is written in a code that no one has been able to break, and no cultist has revealed secrets under interrogation. Though he hasn&#039;t admitted it to anyone except a few Chapter Masters of the Order, not even Yizra fully understands what they are fighting.&lt;br /&gt;
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=== Juzida Si&#039;akh ===&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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[[File:Siakh.png|thumbnail|Portrait of Juzida Si&#039;akh in the middle of a firebrand sermon, circa 2457.]]&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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== The Grim Compact ==&lt;br /&gt;
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=== Tizma Aihagi ===&lt;br /&gt;
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Tizma Aihagi, born in &#039;&#039;&#039;2420&#039;&#039;&#039; to a minor noble Traditionalist family, now rules the [[Grim Compact]]. He was only 19 when the [[Contact War]] went atomic, forcing his Clan to flee into space. With many being slain in the attempt, what few relatives remained with him on a makeshift, damaged shuttlecraft were &#039;&#039;&#039;quickly boarded and captured&#039;&#039;&#039; by a first generation pirate vessel. His surviving Clan was sold into slavery but he himself remained a captive as his captors argued about the price he would fetch before they agreed to sell him after attacking a Frontier patrol corvette to secure weapons. &lt;br /&gt;
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Tizma realized that he would not survive, as his captors were naive, feckless, and did not have a background in warfare. One night before the raid he broke out of the cell and rushed to the Captain’s quarters with a crowbar in hand. He woke up the Captain to allow him to reach for his sword and rise before Tizma, who had been trained for battle by his Clan, deftly slew his enemy. &lt;br /&gt;
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He seized command of the ship and intimidated the crew into following him. &#039;&#039;&#039;He quickly went about turning his new crew into a hardened fighting force.&#039;&#039;&#039; After several months the ship had several small victories under its belt.&lt;br /&gt;
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Tizma spent the next decade slowly increasing his wealth and power, and the size of his fleet. His driving goal was to find his scattered clansmen and liberate them, and over the years he succeeded in this quest, bringing the surviving members of his Clan together with him on his ship by &#039;&#039;&#039;2454&#039;&#039;&#039;.&lt;br /&gt;
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In August of &#039;&#039;&#039;2456&#039;&#039;&#039; his growing, rag-tag pirate fleet launched a surprise raid on a shipyard of the [[Frontier Alliance]], having infiltrated it with false visitor IDs the pirates went in unarmed but picked up weapons caches smuggled into maintenance. They stormed the docked cruiser while most of the crew was out on leave, forcefully ejecting it from the station and fleeing with it before a response could respond in force.&lt;br /&gt;
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With the strength of a cruiser and the prestige of the daring caper, &#039;&#039;&#039;Tizma’s fame and infamy rapidly spread.&#039;&#039;&#039; It was shortly after this that his armada took on the moniker Doom-Sails. Ships within the armada would be given decorative solar sails to be dramatically unfurled outside, or even within, battle. Carving out a small petty empire in the frontier, Tizma ruled several hundred trade routes with an iron fist.&lt;br /&gt;
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It was in &#039;&#039;&#039;2458&#039;&#039;&#039;, at 32, that he met &#039;&#039;&#039;Yizilna&#039;&#039;&#039;. Their fleets had been having skirmishes with one another at certain trade routes as their spheres of operations expanded. The two pirate lords arranged a face to face meeting. Tizma had heard only rumors about the &#039;&#039;&#039;‘Dread-Lady’&#039;&#039;, and he went in not believing the stories that a woman could be so fearsome, dismissing them as fantasies. When they both entered a small, neutral mining outpost docking bay and he saw her he was immediately smitten at the sight of such a powerful woman. &lt;br /&gt;
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He transformed what was meant to be a discussion about how to carve up territory into a proposal for an &#039;&#039;&#039;alliance&#039;&#039;&#039;. Yizilna laughed him off originally, but he insisted on the benefits an alliance would bring, as well as declaring his desire to rule by her side. Yizilna was soon swayed, and the two formed the [[Grim Compact]].&lt;br /&gt;
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Alongside his co-ruler, &#039;&#039;&#039;Tizma rapidly consolidated the Compact’s power.&#039;&#039;&#039; In a joint operation, Tizma lead an attack on the Kaziti system in 2459, rolling over the small rag-tag human and Unathi militia of the short lived and unremarkable Republic of Kaziti. Tizma, with his background in the nobility, laid down the foundation for the Compact’s feudal organization. However around this time was when &#039;&#039;&#039;Tizma’s envy&#039;&#039;&#039; began to manifest, and the first Great Spat occured, which directly lead to the acquiring of the Malefaction by Yizilna, further driving Tizma’s burning envy.&lt;br /&gt;
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Tizma today is known as a measured and business-like Unathi, adherent to Sk’akh. He is generous to his men and magnamious to his victims. He carries with him the sword he originally gained by killing the Captain that held him hostage decades ago. However he is a man struggling with envy and his temper, which often overtake him. He constantly seeks more power and influence. When times with Yizilna are calm, he is more than happy to operate protection rackets on traders without incident, but when his envy flares up he becomes frustrated with a lack of action and performs more and more daring feats of adventure and danger.&lt;br /&gt;
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[[Category:Unathi]]&lt;/div&gt;</summary>
		<author><name>Senpai Jackboot</name></author>
	</entry>
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