Difference between revisions of "Moghes"

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{{Infobox Planet
{{Template:Region-BadLands}}
|Name = Moghes
|System = [[Uueoa-Esa]]
|Image = Moghes Planet.png
|Sector = [[The_Orion_Spur#Badlands|Badlands]]
|Capital = Skalamar
|Species = [[Unathi]], [[Diona]], [[Vaurca]]
|Languages = [[Languages#Unathi_languages|Sinta'Unathi, Sinta'Azaziba]]
|Demonyms = Moghresian
|Nation = [[Izweski Hegemony]]
}}
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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.  
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.  



Revision as of 07:38, 11 March 2024

Moghes
Uueoa-Esa System
Moghes Planet.png
Sector: Badlands
Capital: Skalamar
Species: Unathi, Diona, Vaurca
Common Languages: Sinta'Unathi, Sinta'Azaziba
Demonyms: Moghresian
Part of: Izweski Hegemony
Contents

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.

Geography and Climate

A map of Moghes, with cities and the Wasteland labelled.

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.

Notable Locations

Camp Integrity is much like a wild west frontier town. It'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.

The Outposts 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.

Year and Seasons

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.

Versakh 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'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.

Kasavakh 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.

Travakh 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's hunting seasons.

The Wasteland

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.

Flora and Fauna

Many plants native to Moghes are more sensitive to radiation than their earth-based counterparts. Due to the combination of ozone depletion from the use of nuclear weapons and direct contact with radioactive fallout a vast majority of vital ecosystems across Moghes have died and turned into barren deserts with the planet currently going through the third mass extinction event in its history. The systemic collapse of the global ecosystem is on-going and current projections estimate the planet will completely lose its habitability within 50 - 100 years if nothing is done. Current Izweski projects are focused on slowing down the rate of collapse, but this process has proven difficult to implement politically. Current Izweski projects are focused on countering this phenomenon, and thanks to cooperation with the Hephaestus Industries Guild is very slowly, but steadily, reclaiming the wastes. Despite this, some plants and animals have retained their presence on Moghes.

A map of Moghes before the Contact War.

Fauna

Domesticated Fauna

Azkrazal (Threshbeast)

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.

Hegeranzi (Warmount)

Warmounts are incredibly robust and fierce animals that continue to be prized across Moghes. They are similar to an Earth rhinoceros. Adult Warmounts tend to be over 1 ton in weight with thick protective skin, typically 4cm thick. They have small, black eyes, a single nostril, and lack a tail. They are herbivores and typically graze, with all their teeth being small and flat and unsuited to a carnivorous diet. When threatened a Hegeranzi uses the three horns on its head to try and gore the threat. Hegeranzi can also charge, which is what they are famous for; a Hegeranzi can reach 46 miles an hour in charge. They tended to live in small herds with a tight-knit family structure, which early Unathi exploited in order to domesticate them. They are typically used in warfare. They have famously long lifespans, typically living up to 92 years old. Hegeranzi takes a long time to grow physically and emotionally. They reach the majority of their size by age 16 but often continue to grow in size and weight until they'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.

Eszkazal (Sprinter Beast)

The Eszkazal is a powerful predator, though thankfully a generally docile one. The Eskazal are carnivorous, quadrupedal reptilian creatures covered in tough scales, and with a terrifyingly powerful maw, not unlike those of Earth’s crocodilians. The Eszkazal can reach up to 110 cm (or 43 inches) in height and 220 cm (or 86 inches) in length, from the tip of their snout to the end of their short tail. perhaps the most terrifying thing about them, however, is the impressive speed they can reach, as Eszkazal hunt their prey by sneaking as close to them as possible, only to sprint at them, running at up to 115 km/h (a little over 70 mph) for a dozen of seconds.

Strangely, however, the Eszkazal are also very passive when not hunting or feeling threatened, something that has allowed ancient Unathi to domesticate them. The oldest records of domesticated Eszkazal date back to the first Hegemony, though a lot was lost during the Contact War, and it is believed that Unathi had started domesticating them even before the time of the Kres'ha'nor. What is sure, however, is their use. Eszkazal, no matter the age, were and still are used by their Unathi owners as attack pets, either for hunting or for war. While they spend most of their day resting, very few can escape a sprinting Eszkazal, and none can get off their maw if they successfully bite.

The Contact War has destroyed most natural Eszkazal habitats, and the species is now considered endangered, thus, the use of Eszkazal by law enforcers and the military has been extremely limited in modern times, and in truth more ceremonial than anything. Some nobles own Eszkazal as proper pets, and in most other cases, they are kept in reserves and closely monitored.

Orszi (Swarm Fish)

The Orszi fish is perhaps the backbone of the average Unathi’s diet. Fish is an important part of classic Unathi cuisine all over Moghes, and in most cases, this fish is an Orszi. Meaning “swarm fish” when translated bluntly, the Orszi can be found anywhere in the Moghresian Sea and in huge numbers. The Orszi can reach sizes of up to 12 cm (or a little less than 5 inches) in length, and swim in banks of between 100 to 1000 individuals. As these small fishes found themselves surprisingly untouched by the Contact War and its consequences, they continue to find themselves in the meals of many Unathi all over Moghes, and often beyond as well. Post-Contact War forms of husbandry of fish thus generally use Orszi too.

There is a bit of prestige, despite everything, given to the orszi fish because of its uses in the past. Before the Hegemony adopted the BSC, most trading was generally done through bartering, or using dried fish as fortune currency (and it still is the case in transactions among the lower class and more traditional corners of the Unathi home world.) In this economy, the dried orszi effectively became the poor Sinta’s currency and one that could be found in most transactions.

Tul (Tusk)

Tul are large, muscular, leathery creatures, about a head taller than your average unathi. They have sharp claws on each foot and strange ribbed, flat teeth found on most herbivores. Their most striking feature, however, is their tusks. A large array of long pointed tusks protrudes from their skull and jaw. They move like a cat - deliberate, pronounced movements, with very broad shoulder blades. 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's or illegally trading the tusks are often given harsh prison sentences. 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.

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's insignia.

Undomesticated Fauna

Siro (Shrieker)

The Siro, or Shrieker is one of the few remaining mammals alive that have not been affected negatively by the spreading Wastelands. Resembling a large bat with a huge ramming snout, they are almost completely blind except for their use of echolocation. Shriekers use two large wings to fly up into the air, then divebomb using two of the smaller wings to angle, and ram their blunt snouts into the prey to attempt to knock them unconscious and tear pieces of flesh off. While divebombing, they often make a shrieking noise to locate their prey with echolocation. Parents often arm their children with clubs and helmets when they leave the house, and some Unathi even make games of beating these large bats out of the sky.

Siro have inspired Unathi engineers and scientists in many ways, from the wing design of the Izweski Behemoths to the ramming tactic often used in navy and space battles. They're also often one of the few good sources of meat for a Wastelander or hungry Unathi, although they often hold diseases.

Otzek (Golden Prey)

Standing at around one meter in height(3 feet ) and 150cm in length (60 inches), Otzeks are quadrupedal reptilian herbivores that live in large nomadic herds. Famous for their curvy horns and yellow, gold-like scales. They were known to migrate about the great jungles of Moghes and were often the prey of most predators as well as Unathi hunters. Being so often hunted, Otzeks have evolved to reproduce at a remarkable rate to make up for their losses and maintain their herds. This has turned into an alarming issue after the Contact War.

With many of their natural predators’ numbers like Plains Tyrants thinning, or going outright extinct, as well the growing wastelands forcing them to move to the Untouched Lands turned the Otzeks into a veritable invasive species, threatening the existence of other species, some often already endangered. The situation is getting so dire that some cities have taken to offering bounties to hunters for hunting Oteks.

Stok (Lizard Monkey)

The stok, often referred to by humans as a ‘lizard monkey’, is a small bipedal reptile native to Moghes. Their scale coloration varies regionally but generally tends to be an orange-brown, likely to blend in with the trees of Moghes’ jungles. Stok are often used as test subjects by Unathi scientists due to their genetic similarity with Unathi, in a similar role to how test monkeys are used for human trials. Genetic data indicates that they may share a common ancestor with the Sinta’Unathi. Stok are small and agile, capable of climbing with remarkable speed and dexterity, and have been a long-lasting annoyance to Unathi in more heavily forested regions of Moghes, as they often will steal food if the opportunity presents itself. Small wild stok populations have also been found in urban areas, perhaps the offshoot of some merchant’s get-rich-quick scheme or a noble’s exotic pet years back. Historically, stok domestication is rare, though occasionally a wealthy noble has kept one as a pet. The theory that stok are an ancestor to the Sinta’Unathi may be reflected in religion, as one story of the Sk’akh church teaches that the Sinta’Unathi came to be when Sk’akh took three stok from the jungles and breathed a soul into each of them, one with each of their three heads.

Stok are carnivorous and tend to hunt in packs. While they are small, they are intelligent and work together effectively. A key hunting advantage of the stok is its venomous bite, which can be potent enough to kill small animals rapidly. While stok bites are not dangerous to be a mortal injury to Unathi, they are described as being extremely painful, often for days after the initial wound. Stok are sometimes eaten by rural peasant clans, who will kill them to prevent them from hunting the clan’s fish, with their meat being rather tough and gamey. The stok is now nearly entirely extinct outside of the Untouched Lands, as those rare groups which survived the Contact War have been hunted to extinction by desperate Wastelanders.

Skrazi (Plains Tyrant)

Of all the native fauna of Moghes, few are a more imposing sight than the Skrazi, or plains tyrant to non-sinta. It is an enormous bipedal lizard, reaching up to fifteen feet in height - reminiscent to some humans of the dinosaurs of ancient Earth. These beasts are apex predators within their environments, and their hunting grounds can span many miles. They are extremely territorial and will attack anything within their territory. Historically, hunting a plains tyrant has been reserved for the most daring, foolish, or plain suicidal Unathi, as the tyrant’s thick hide is all but impervious to most weaponry of the ancient Sinta before the discovery of gunpowder. These mighty predators dwelled across much of Moghes prior to the Contact War, but now they are almost extinct. Centuries of hunting and seeking to drive them out from the Hegemony has done its job all too well, as they are near-unseen outside of captivity in the Untouched Lands - and with the Contact War, much of their habitat has been turned to radioactive dust.

With little prey left for them to eat, few survived upon the irradiated sands of the Wasteland, with those that do largely remaining near the border of the Wasteland, where threshbeasts and the occasional Unathi served as a meal. The last recorded sighting of a Plains Tyrant in the Wasteland was in 2452, when a scout of the Clan Dorviza reported seeing a wounded tyrant bellowing at the northern edge of the Wastes, and wandering into the ruins of Dead Guzari. Regardless, Izweski ecological projections indicate that, should the damage not be reversed, the once-revered plains tyrants may be extinct outside of captivity within years. Many ancient superstitions venerated the plains tyrants, with some prehistoric branches of Th’akh having viewed them as the mortal form of spirits. While this belief is not held by modern Unathi, many ancient Th’akh artworks will ascribe the features of a plains tyrant to the spirits they venerate. Today, they are viewed as mighty beasts, but no more than that - though some priests and shamans still believe that a plains tyrant’s presence is an omen of disaster or glory to come. Some plains tyrants have made it off-world, largely due to a combination of smugglers and ecological preservation efforts. A few specimens are kept in stasis on the IHSS Restoration, in case the species requires repopulation, and some eggs have been smuggled off-world by particularly bold criminals, though this practice has stopped following the Contact War. These smuggled plains tyrants do not lead pleasant lives, as they are often sold to criminal organizations for use in illicit fighting pits - or as a particularly gruesome method of disposal for an enemy. While some nobles have, throughout history, attempted to raise plains tyrants from birth as their personal weapons, none have succeeded. Many songs and stories have been written about these foolish Unathi, which usually end with them being eaten. Though they are feared, they are also respected, with many Unathi mourning their near-total extinction.

Flora

Tehthzekziki Leaves (Teht Mint)

As the name suggests, Teht mint originates from the area surrounding Teht and the southern coast of the Moghresian Sea. Technically unrelated to Earth mint, the name stuck after Human diplomats coined the term during a visit shortly after the first contact around 2404 as they had a bit of a hard time pronouncing the original name: Tehthzekziki Leaves. In the wild, Teeth Mint actually are closer to small black roots than anything else, with bits coming out of the ground during Versakh and Kasavakh, exposing the blue-green mint leaves. These leaves can be gathered when exposed and used in various meals. Though the carnivorous Unathi obviously do not get any nutrition from these leaves, they can still use them to accessorize their meals, these leaves providing a cool sensation and a slightly sweet aftertaste; not unlike Earth mint, hence the name human diplomats gave it.

Teht mint was always rare and expensive. Tehthzekziki roots are surprisingly fragile, they require perfect conditions to offer the best kind of leaves, ones fit for consumption with the most taste. Pulling out leaves wrong can also gravely damage the plant and drastically harm its productivity, hence why harvesting the leaves for a living has always been extremely difficult. Only a handful of clans around Teht managed to find ways to reliably harvest and sell them. These few clans kept their ways secret in order to ensure that only they would handle the mint market. The expensive leaves would generally, then, be bought and consumed by powerful clans and other wealthy individuals mostly, these were a form of luxury, mostly.

The nuclear exchange of the Contact War did not directly hit Teht, but the fallout made the soil where the mint was harvested turn too inhospitable for the fragile root. The market for Teht mint very quickly collapsed as their harvesting pretty much stopped entirely mere months after the nuclear exchange. Nowadays, Teht Mint is no longer harvested, and the very rare roots found in the wild tend to be unhealthy, and their leaves unedible. In exchange for a sum to save themselves, Tehthzekziki leaves harvesting clans offered what seeds they had left to the Hegemony. To this day, the last of the Teht Mint root seeds are stored in a secure location by the Hegemony, waiting for the time when they will be able to flourish and be harvested once more.

Xuizi Cactus

The xuizi cactus is a widely grown plant across Moghes, originating in the deserts of what has now become the Northern Wasteland. Its cultivation dates back millennia, to the earliest days of Unathi history, as it is the source of the commonplace Unathi alcohol, xuizi juice. It is believed that ancient Unathi hunter-gatherers first discovered the alcoholic nature of the cactus, and while they originally would eat it raw, a method of farming was discovered as Unathi began to transition into permanent settlements. The cacti are peeled, stripped of their thorny skin, and then boiled in a small amount of water. As butanol’s boiling point is higher than that of water, this process causes most of the water to evaporate while leaving the butanol-heavy juice of the cactus for drinking. While it is edible, the flesh of the cactus is very tough and fibrous, which makes eating it non-ideal, as Unathi cannot properly digest the vegetable matter. However, the juice has become a common component in Unathi dishes, eaten by nobles and commoners alike.

Xuizi farms can be found all over the Untouched Lands and Ouerea, as the juice is consumed just about anywhere where there are Unathi. It is frequently exported by the Merchants’ Guild, as xuizi farming outside of Moghes and Ouerea remains rare. While a few hydroponics bays for growing xuizi have been established in Unathi communities on Biesel and Valkyrie, many local Unathi bars and restaurants take pride in advertising their drinks as ‘made with real Moghresian xuizi’. Xuizi has also been used in the creation of several new drinks and dishes, in a fusion of human and Unathi cuisine. Xuizi is also often exported to the Empire of Dominia, as the cold climates of Moroz are unsuited to growing the cacti and the Unathi population has a high demand for butanol-based drinks.

Sarezhi Berries

These small, tart-tasting lilac berries are native to the Izweski Heartland, where they have been farmed since the days of the Sarakus Hegemony. While they are inedible to Unathi, when lightly fermented they produce the delicacy known as sarezhi wine, favored among Unathi nobility. As the Heartland was mostly untouched by the Contact War, sarezhi berries have continued to be grown in the region, as well as on Ouerea, where the lush environment has taken well to the cultivation of the berries. Growing on small and prickly bushes, the berries are fermented for a short period, as fermenting them for too long is said to ruin the flavor. Over-fermented sarezhi produces a harsh and sour-tasting spirit, which is often sold cheaply to peasants or Guwan if an apprentice winemaker ruins a batch.

Surprisingly, sarezhi wine has become somewhat popular with humans, as many enjoy its sweet taste and (by human standards) low alcohol content. While the cultivation of the berries and the specific fermenting process required to make the wine beloved by the nobility are closely-guarded secrets of the Winemakers’ Guild, it is purchased by the Merchants and exported en masse to nations such as the Republic of Biesel or Empire of Dominia, where the local Unathi population will gladly pay extortionate prices for a taste of home.

Gukhe Bloom

A species of algae found primarily in the rivers of the Southlands, gukhe is known for its strong spicy flavor. It has been traditionally used in regional dishes for centuries and has caught on across Moghes thanks to the traders and sailors of the Southlands. Traditionally, the algae blooms are dried out and ground into powder, which is then used as a seasoning. Many Unathi dishes make use of gukhe extract as a source of heat or flavor, and aliens eating gukhe-based cuisine may often find it painfully spicy.

In the modern age, gukhe blooms have spread beyond their natural habitat in the Southlands. The seas and rivers of Ouerea proved an ideal environment for the cultivation of the algae, and the colony is now home to most of the gukhe production in the Spur. It has also taken root in the Free City of Vezdukh, on the planet Mictlan, as the humid environment of that world has proven perfect for gukhe cultivation, and the cuisine of the planet’s pre-existing human population blended well with the introduction of the alien plant. Several unique dishes have arisen from the introduction of gukhe to Mictlan, hybrids of Unathi and human cuisine.

S’erki Flowers (Rock Petals)

The S’erki Flowers (S’erki meaning “Rock Petals” when translated roughly) are hardy mountain flowers that tend to grow on the many peaks of the Tza Prairie. They can be recognized easily thanks to their bright colors, with the petals of the male flowers bearing shades of orange, while the females’ are shades of purple. The S’erki flowers are rare, cannot really be used in agriculture with them only growing high up in mountains, and in truth hold interest nutritionally. Yet, they have become a symbol, especially to Tza Locals.

These flowers are mostly known for their use in art as pigments. Their bright colors have become synonymous with Tza paintings, and are so enjoyed in fact, that some from abroad have even taken to importing these flowers, if not going there and doing the harvesting themselves. Beyond their beauty, it is the sheer effort required to climb the mountains, locate, and harvest the flowers that make their use almost prestigious.

Aghrassh Tree

The Aghrassh tree is a plant native to the Ouerean savannah, known for growing a small brown nut. Aghrassh nuts have a mild taste, and no nutritional value to Unathi - but one of their constituent chemicals acts as a natural preservative, which has given them some utility in creating field rations for Izweski warriors. They are usually ground into a fine paste and mixed with ground fish and spices if available, before being baked into small, hard cakes. These cakes will keep a long time and are often sought out by those brave or foolish enough to enter the Wasteland, as easily-preserved food can be the key to survival upon the harsh sands. The Aghrassh cake has become the standard field ration of many nobles’ personal forces across Moghes, and many seasoned Unathi warriors can be heard complaining about them wherever Hegemony troops can be found.

Aghrassh trees are widely farmed across Ouerea, and shipments of the resulting cakes and nuts are regularly taken to Moghes, though production has been stretched thin due to the ongoing famine. Aghrassh cakes can also be found on many pirate ships, seized from Hegemony military or civilian vessels.

S’th Berries

Aside from their scientific name, these had always, simply been called berries by S’th locals, and S’th berries by foreigners. These bright red berries grow from vines that generally hang from trees, or even buildings if they are allowed to grow, though locals tend to cut them in these cases, unlike the people of Bandr who let their own vines grow wherever in their city. These berries grow during Versakh and are generally ready for harvest by the end of the season. Tasting sweet and crunchy, they’re a favorite of hatchlings roaming the streets of the city, looking for berries to find here and there, and are otherwise used to accessorize various meals, generally desserts.

These berries can also be processed for other uses. S’th berries marmalade is a very popular treat in the region, and rumors say that its recipe is a secret only known to women. In other cases, these berries can also be treated and fermented in order to produce S’th wine. The result being an ethanol-based drink, and thus toxic to Unathi, it has rarely been produced. Though, since the First Contact and the prospects of exporting these to an alien public that might enjoy it, entire vineyards have recently been constructed, though the wine itself has yet to hit the interstellar market in a meaningful way.

The Hegemonic Cities and their Fiefs

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.

The Th'akh Heartland

  • Kutah is the capital of a mountainous region ruled by the boastful but caring Lord Hutay'zai (Quarterstaff). He is one of the only members of the Hegemony nobility that is also Th'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'akh.
  • Tzonia is ruled by the thoughtful but absent-minded Lord Ozmakali (Spearwhip). 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'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'akh.
  • Derhai was a city of just over a hundred thousand ruled by the now-exiled devout but fickle Lord Mga'za (Unarmed) 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'akh.
  • Ura'Mastyx is a large walled city ruled by the ambitious but cautious Lord Orezali (Trident) 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'ha'dat, and it has frequently sparked small wars between the two even in modern times. The city has a slightly larger Th'akh than Sk'akh population.

The Untouched Lands

  • Skalamar, ruled by the brash and loyal Overlord Trikzara Sirax (Golden Halberd), brother to Clanmother Izweski, 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'akh faith, the Third Scept of Sk'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'akh faithful and is the heartland of the faith. As the seat of an Overlord, Skalamar also sees it's ruler managing the rest of the Lords around the Untouched Lands.
  • To'ha'dat is a sprawling city ruled by the cruel but humble Lord Glatazk Yu'huni (Energy Sabre). 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'akh, with Lord Yu'huni fanatically faithful.
  • Imas'hi is ruled by the greedy and populist Lady-Regent Amz’izi Kiae (Sends a Champion), who is suspected of having had her husband Hitas Kiae pushed off their castle balcony to take his power. The city'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'akh as Wasteland immigrants have disrupted the demographics, leading to an even divide between Sk'akh, Th'akh, and Si'akh.
  • S'th is ruled by the corrupt and merciful Lord Karkartus (Bribery). 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'akh.
  • Baandr is ruled by the reclusive and easily overwhelmed Lord Mizaruz Izweski (Arbalest). The city is a stronghold of the Sk'akh faithful and formerly boasted a large contingent of Maraziites that replaced the City Watch; now, most of their regiment has been replaced with Priests of the Aspect under the Warrior's tutelage. The city is known for its peculiar vines that cover almost every building. During Versakh, they bloom colorful flowers and become a popular tourist attraction. They are carefully tailored by the local priesthood and inhabitants in general. While pruning is legal, clearing the vines entirely from a building is punishable by exile from the city. The city has a majority and militant Sk'akh.

The Southlands

  • Teht is ruled by the intelligent and timid Lord Eizde (Sends a Champion). 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'akh and Si'akh, with Sk'akh becoming a slight minority.
  • Razir is ruled by the just and pious Lord Sarnac (Gunshield). It is most well known for the huge lighthouse at its dockyards, towering at 456ft high and painted the Ki'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'zirt, but the Waste between them has dampened conflict in recent years. It is evenly split between Si'akh and Sk'akh.
  • Jaz'zirt is ruled by the bold and self-important warrior-poet Overlord Miazo (Cutlass, Dagger, Charisma), 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'akh and Th'akh combined slightly outnumbering Sk'akh. As the seat of an Overlord, Jaz'zirt also sees it's ruler managing the Southlands, and heavily competing with the Sarnac of Razir.

The Oasis' of the Wasteland

  • Bahard is ruled by the mystical and withdrawn Lord Korhar (???). 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'akh but has a growing Si'akh minority. It is rumored to have been cursed by Lord Korhar's ancestral line. All that have gone against him have died or have been crippled through means unknown.
  • Res'karum is ruled by the arrogant but merciful Lord Yu’zath (Energy pistol, Sword). It'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. It is currently overburdened with refugees fleeing Mudki and the maddened Lord Izaku. Si'akh recently became a majority in the city and this has caused considerable tension.
  • Mudki is ruled by the debonair and envious Lord Izaku (Unarmed, Breacher Suit). He killed his younger brother Kirazi in a duel to defend his own claim. He is the most traditional hegemonic lord, to point of fanaticism. The city is surrounded by the Wasteland, and this factor combined with Lord Izaku's inability to properly rule, has turned the city into a ghost town. It struggles with the import of fish and other food, with Izaku constantly fighting off Gawgaryn raiders with its increasingly diminishing levy, unable to effectively mount a defense. 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.

The Broken Coalition

  • Sahltyr is ruled by the honest but faithless Lord Zirak (Laser Rifle). His clan'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'akh.
  • Darakath is ruled by the high-minded and demanding Lord Razkara Gwarlza (Ornate Ivory Greatsword). 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.
  • Janvir is the southernmost city on Moghes ruled by the bizarre and generous Lord Yu'zrai (Gemstones, Kindness) 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's fishing guild carefully cultivate the rare indigenous breeds of fish that only live in lake Za'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'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.

The Wasteland Regions

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