Izweski Hegemony

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"Honor, fire, burn thy fear"
-Ancestral words of the Izweski Clan

The Izweski Hegemony, also known as the Izweski Nation and the Third Hegemony of Moghes, is the primary Unathi nation of the Orion Spur - a feudal empire in the Badlands ruled by a monarch known as the Hegemon. The nation is made up of hundreds of land-owning noble clans and their vassals, of which a few dozen are major influencers in the Hegemon's politics. The Hegemony is ruled by the Izweski Clan, whose current head is Hegemon Not'zar Izweski, First of His Name. The Hegemony is new to the interstellar stage, and has suffered from various growing pains as it attempts to expand into a Spur dominated by humans and Skrell while attempting to resolve the ongoing ecological collapse of their homeworld.

The flag of the Izweski Hegemony. It is said the flag symbolizes the wildfires that frequented Moghes.
Contents


Population and Planets

See also: Notable Unathi Colonies

Moghes is the Unathi homeworld, and the capital of the Izweski Hegemony. It is one of three inhabited planets in the Uueoa-Esa system. It once bore a similarly diverse climate to Earth, but the large-scale nuclear exchange in the late 2430s known as the Contact War has rendered nearly sixty percent of the planet's service an inhospitable Wasteland. The politics and economy of the Hegemony are centered around affairs on Moghes, with the vast majority of Hegemony nobility being concentrated there. Due to the Contact War, Moghes is undergoing an ecological collapse, which the Hegemony has invested billions of credits' worth of manpower and resources into staving off.

Ouerea is the fourth planet from Uueoa-Esa's star, and the first colony established by Unathi. It was colonized in 2390, fourteen years prior to first contact with humanity and the Skrell, who both invested heavily in colonial development. During the Contact War, a joint provisional government was established by the Sol Alliance and the Nralakk Federation, which was dissolved following Hegemon S'kresti's demand for its return. The Ouerean people had grown used to democracy, however, and did not take kindly to the restoration of feudalism. This would boil over in 2460, in the event known as the Ouerean Revolution, which would result in the death of the reigning Overlord Yiztek and the establishment of a semi-democratic government. Ouerea is home to large human and Skrell populations in addition to the Unathi one, and a unique multicultural society has developed there.

Tret is the second planet from Uueoa-Esa's star, and is largely a barren and uninhabitable world. It remained unexploited until 2459, when the Vaurcae of the K'lax Hive arrived in the system. After a long period of negotiation, the K'lax agreed to swear allegiance to the Hegemony, and the High Queen Z'kaii was granted the title Overlord of Tret. Tret has become the new homeworld for the K'lax, with few non-Vaurcae dwelling there due to its uninhabitable conditions. Since their arrival, the K'lax have transformed it into a massive industrial center with the help of Hephaestus Industries.

Gakal'zaal was initially a Tajaran colony, occupied by the Hegemony in 2455. The Unathi, with the help of Tajaran collaborators, began to restructure the society present into the Izweski model of feudalism, while the guilds engaged in widespread economic exploitation of the planet's people and resources. In 2462, with the aid of the Democratic People's Republic of Adhomai, the Tajara of Gakal'zaal engaged in a successful insurrection, driving the Hegemony from the planet and electing to join the DPRA. The Hegemony has since been content to ignore Gakal'zaal as an embarrassing failure, though it has never formally cede its claim to rulership of the planet.

Many further colonies have been established by the Hegemony across the Badlands and Sparring Sea - in part due to the massive refugee population on Moghes following the Contact War. Ranging from food production to mining colonies to military outposts, these colonies are scattered far and wide across the region - though the phoron scarcity has made it much harder for the Izweski Navy to protect them from the ever-constant threat of pirates, warlords, and raiders.

Economy

The Izweski economy is centered around the guilds, which for centuries have largely controlled the economy of Moghes. Many of the major guilds adapted rapidly to the interstellar age, with the Miners' Guild and Merchants' Guild in particular rapidly expanding operations across the Spur. In 2465, the phoron scarcity led to a full-scale economic depression which resulted in the bankruptcy of the Merchants' Guild and several others rapidly declining. Only the intervention of Hephaestus Industries prevented a total economic collapse, as the megacorporation rapidly bought out all major remaining guilds, establishing itself as a near-total monopoly in the nation. No other megacorporations operate to any serious degree in the Hegemony, with Hephaestus working tirelessly to keep out its competitors.

In the modern day, Hephaestus and the Hegemony are almost unbreakably tied together, with the vast majority of former guild members now being Hephaestus employees. Guildmaster Yukal T'zakal now sits as an equal above the Board to CEO Titanius Aeson, and the megacorporation has invested enormously in projects across the nation. Though the megacorporation remains headquartered on Biesel, its branches on Moghes and Ouerea have rapidly become instrumental to Hephaestus's power in the Spur. This expansion has not come without consequence, however - anti-Hephaestus Unathi have struck several devastating blows at the corporation, with the terrorist organization known as the Champions of Moghes almost killing Titanius Aeson in late 2465. Rival corporations such as NanoTrasen and Zavodskoi Interstellar are often suspected to be linked to this terrorist activity - though so far, no proof has been found as to their involvement.

Trade

The Hegemony is a major exporter of raw resources throughout the Orion Spur, estimated to produce nearly a third of the Spur’s plasteel and borosilicate glass supply. The aid of K’lax technology and Hephaestus investment has rendered the nation an industrial powerhouse on the interstellar stage, which has become the new basis of the Izweski economy. Due to the strict control of the Hegemony’s government over trade, all of this flows through Moghes, with outlying colonies and stations shipping their products back to the homeworld to be sold and exported across the stars, with nearly every nation in the wider Spur importing Izweski raw materials to some degree or another. Prior to the economic depression of 2465, this was primarily the provenance of the Unathi_Guilds#Merchants_GuildMerchants’ Guild and Hephaestus Industries - but following the bankruptcy of the Guild and the ascension of Hephaestus to near-total control of the Unathi Guilds, the megacorporation now handles almost all exports from Izweski space.

Though the Hegemony exports to nearly everywhere in the Spur, its major trading partners are the Republic of Biesel, the Empire of Dominia and various member-states of the southern Coalition of Colonies. Prior to the Solarian Collapse, the Sol Alliance was also an importer of Izweski goods via Hephaestus, but the dangers of the Human Wildlands have made trade between the two nations difficult. Aside from raw resources, the Hegemony also frequently exports Unathi luxury goods such as xuizi juice to nations with sizable Unathi populations - primarily the Republic of Biesel and the Empire of Dominia.

Due to their navy’s reliance on bluespace travel, the Hegemony was at one point a large-scale importer of phoron, purchasing the rare substance from both the Republic of Biesel and Serene Republic of Elyra. Following the beginning of the phoron scarcity and subsequent economic recession, however, phoron imports have near-entirely ceased. Aside from this, however, the Hegemony does not import much - luxury goods for the wealthy and the nobility being its primary import in the modern day.

Though the Hegemony’s colonies do not export due to the national policy, the world of Ouerea is of note - providing most of the food required to sustain Moghes following the nuclear devastation of the Contact War. The colony has obtained a key role in the Hegemony’s economy, and with that comes less-than-legitimate trade, with many smugglers choosing to dock in Ouerea to sell and buy their ill-gotten gains. Addictive koko bars from the world of Ha'zana, weapons of the kind illegal in Hegemony space and cybernetics shipped to the planet’s Aut'akh communes can all be found traded by smugglers - human, Unathi and Skrell alike, with some Tajara smugglers also seeking to trade in the system. Human and Skrell goods are also often imported to Ouerea, granting the alien population of the planet some of the comforts of their homeworlds.

Currency

The official currency of the Izweski Hegemony was the Ziki, a fiat currency issued by the Izweski Reserve Banking Guild for several centuries. Following first contact, the Solarian credit was also accepted, and the nation began to transition towards Solarian currency as the national reserve. In 2463, the Hegemony adopted the Biesel Standard Credit as its reserve currency, as it was believed that it was the most stable option following the collapse of Sol. Bieselite currency remained concentrated in the hands of wealthy guildsmen and nobles, with peasants still using Ziki or operating off a barter system - though with the massive expansion of Hephaestus, the credit has rapidly become the most popular currency in the Hegemony.

Mercantilism

The Unathi economic system is mercantilist in nature. Access to ports are restricted to specific guilds given a royal charter, which is a bill of exclusivity over shares of trade to protect them from competition . It is best thought of as being given a lease by the Izweski to handle a specific amount of interstellar trade coming to and from the Hegemony. All goods flow from the colonies to Moghes, which are then sold to the wider galaxy after the Izweski take a cut.

Following the bankruptcy of the Merchants' Guild and the absorption of most major guilds by Hephaestus, the mercantilist economy has changed - though not as much as one might suspect. Though the production of the Guilds now flows through the megacorporation, and it holds a generous charter, the law still holds - goods are shipped back through Uueoa-Esa, and the Hegemony receives a very generous cut - which may well help them in emerging from their recent years of economic depression.

Politics and Government

The Izweski Hegemony, in the past and present, is ruled by a single monarch - in the modern day, the Hegemon Not'zar Izweski. The Hegemon rules over the entirety of the land and populace, including the nobility. While the Hegemon's power technically overrules that of the nobility, the influence each actor has on each other is in constant flux. In some ages past, the Hegemon has been little more than a figurehead, whose nobles would depose them at the slightest hint of overreach, while other Hegemons have bent their vassals to their will through cunning politics. In the modern day, the Hegemon has faced a great deal of stress, with the guilds, nobility, the Church and alien actors all pushing against one another - it is a testament to Not'zar's reign that he has managed to balance these forces, and increasingly centralized the power of the Izweski over their vassals.

Structure

The Izweski Hegemony is a feudal society, where all power is technically held by the Hegemon, who delegates that power to vassals. These vassals will then delegate power to their own vassals, working down from the interstellar level to individual towns and clans. Currently, Not'zar Izweski has made an ally of many of his vassals, with his globalist attitude having made allies among the guilds and those nobles who seek further wealth from the wider Spur. More traditional or isolationist nobles have often found themselves opposed to Not'zar, however - with Lord Juyzi Izaku of Mudki having threatened rebellion several times, and Overlord Azui Hutay'zai having almost done so over Hephaestus's presence in the economy.

Under the Hegemon directly are Overlords - appointed directly by the Hegemon to rule vast regions of the Hegemony. Currently there are five Overlords - three on Moghes, one on Ouerea, and the High Queen Zkaii acting as Overlord of Tret. Overlords oversee their own Lords, who rule different provinces of their territory. All Lords and Overlords also equally swear fealty to the Hegemon and only the Hegemon, making them technically all his direct vassals. A province may be an entire planet's development or one sprawling city metropolis depending on the population and settlement sizes of the province. Lords then appoint Clan Lords for different city districts, towns, and swathes of sparse rural lands. Cities are typically run by a Clan Lord (or even a Lord, should the city be large enough) and a small council of lesser clan leaders (or Clan Lords, in the case of a ruling Lord). At the bottom are the clan leaders. Clan leaders are usually the eldest ruler of a specific family clan, and clan leaders are often the most ruthless schemers of the noble ladder.

Lordships are inherited, with specific rules of succession varying from region to region. The position of an Overlord is traditionally inherited, but legally is the sole province of the Hegemon, who can strip or appoint new Overlords at any time. There are some exceptions to this rule - the contract between the Izweski and the Hutay'zai clan of Tza dictates that the title of Overlord shall remain within the Hutay'zai, in exchange for their renouncing of the former Kingdom of Tza. The contract between the Izweski and K'lax has a similar point, dictating that the title of Overlord of Tret shall belong to the High Queen of the K'lax so long as the Hive remains a loyal vassal.

Hands of the Lord

A wise ruler knows where he is lacking wisdom and hires an expert to consult him. It is this idea that led to the formation of Hands of the Lord, a fixture in the world of ruling nobility. Theoretically, the Hands of the Lord supplement lackluster skills a ruler may have and offer an expert perspective on issues. In reality, the Hands of the Lord are merely a vessel for which the powerful under the ruling nobility can gain influence and be encouraged to use it for the betterment of the realm and themselves. It is seen as a high honor to be appointed as one of the Lords Hands— both for an individual and for their whole clan. Hands of the Lord will be called "Hand of the [Title of their lord]". For example, Not'zar's hands are called the Hands of the Hegemon.

The Master of Rivers

In charge of overseeing the economic aspects of a lord's land, the Master of Rivers reads aquaculture and fishery reports, negotiates with guilds, and safeguards the money that continues to flow into the coffers of the realm. The Masters of Rivers are arguably one of the most important Sinta in a realm with their control of the most precious resource of all, the treasure and food. Despite this importance, they are normally not of the same clan as the ruler. They are usually from clans which have a heavy hand in the industry or food production of the realm, whether it be aquaculture, or heavy industry. This is viewed by most lords as a concession to their skilled workers and is always a point of pride for a clan if one of their own is selected. Gender does not matter for the title, though they tend to be predominantly male anyway.

The Lord’s Claws

The Lord’s Claws is a Lord’s Hand who is well versed in military matters, offering strategic advice to their lord. Lord’s Claws are most commonly a part of the same clan as their lord, if not they are married to a suitable clan member as quickly as possible, and brought into the fold. Due to the militaristic nature of many Unathi realms pre-Contact, a clan survived or died by the sword, and advice on military matters needed to be untainted by potential corruption and trusted beyond doubt. The not-so hidden message in marrying the Lord’s Claws into the clan was that if the clan failed in war, he would be executed along with all the other members who could not escape. However, a Lord's Claws must not only assist in wartime, but ensure peacetime is kept. Nearly all Unathi lords still follow the tradition of having their Claws conduct diplomacy in their name, striking agreements with rival clans and lords, and warding off bloodshed for as long as possible. There are no female Unathi of this title in the Hegemony.

Spymaster

A coveted position amongst women in the Hegemony, the Spymaster is a spider spinning and untangling webs of secrets and intrigue, safeguarding their lord both against scandal, and assassination. Spymasters also keep tabs on the local population for their lord, silencing dissent and ensuring loyalty. Lies, plots, and secrets are the bread and butter of spymasters, and those who have mastered the position are viewed by others with a certain weariness, afraid they might turn on them one day. Spymasters within the Hegemony are only women.

Court Shaman

A position originally started by the more political Sk’akh religion, it has since been adopted by Th’akh nobles as well. The primary responsibility of the court priest is to offer spiritual advice to their lord and to cement the political and cultural importance of religion. Secondarily, Court Priests have a duty to help the faithful bring their grievances to their lord and tend to the connection between the ruling nobility and their subjects. People in this position tend to be men, though Th’akh’s adoption of the practice, as well as the rare female Priest of the Aspect, has seen some women participating in the role.

High Speaker

A newer position, the High Speaker's primary job is to work in the noisy and complex world of public relations for their noble. Very few ruling nobles have a High Speaker as one of their Hands, either relying on their spymaster for knowledge of what others think of them, or do not deem public relations as important to their management of their lands. Rulers who choose to incorporate a High Speaker as one of their hands tend to be more predominant within their larger realm, such as one of the two Overlords within the Hegemony, or have lands whose industry relies heavily on skilled guildsmen who cannot be ordered around as simply as peasants. Gender does not matter for high speakers, and few nobles even have an alien high speaker should their realm have a heavy mega corporate presence.

Politics

The actual government of the Third Hegemony of the Izweski Nation is a state founded on conflicting principles and a shaky truce between the actors of the government. In the past, the Hegemony was a true feudal monarchy, with the land-owning nobles keeping the power all to themselves — now it is an intricate web of deceit and dictations. "Hegemon" is a queer title, a throne sealed not by a royal bloodline or a divine right, but the law of power. The Hegemon is still the symbolic uniter of Moghes, the civilized ruler over the savages and peasants and lordlings, the dictator of an entire people, but the actual right to the Izweski Nation lies in strength, as intended. The strong rule the weak, and the title of Hegemon, though symbolic and sealed by the government, is won through power and influence. When the ancient Lord Neeziah Izweski slit the throat of the last Hegemon Sarakus, he set a precedent that would act as the nation's founding principle - the strong rule, and those who cannot challenge them serve.

The Izweski Hegemony is based on vassal obligations to their liege lord.

This has profoundly affected the Izweski Nation's history: it legitimized conquering forces as a new Hegemon and also delegitimized anyone who was not worthy enough to rule with the title. Each cessation, unification, and civil war in the Hegemony occurred because nobles are not loyal to any specific Hegemon, but to the throne of the nation itself. The fervent honor-culture the Hegemony engages in and promotes is also its greatest destabilizer. This ensures that those who are worthy enough to be the Hegemon are constantly wary to expand their influence and loyalties. If a Hegemon is able to survive his death-prone position by securing his strength, then he is worthy; if a ruler bucks under the accusing nobility, the wealthy guilds, and the foolish masses, then he is not worthy. Nobles are almost encouraged to dissent against their lord, as it tests their mettle. This constant battle within the Hegemony is a breeding ground for honorable zeal and has led to the Hegemony's combined interest in colonization and forays into the Orion Spur, so that the nobility and the Hegemon may grow in power (against each other). Such expansion and imperialistic attitudes are a means of keeping the populace in check; should peasantry engage in the system, then they may see a promotion in rank and honorifics by moving through the castes.

The constant battering of the Hegemon by uprising lords and treacherous schemes is its boon and bane for both the nobles and the ruling clan (and the Guilds and the dead Church), but little has been said about the common peasant. It is true that even the rising middle class has little say in their government — the Hegemony is ruled by power, and those who lack it are unable to speak for themselves. Low nobility and commoners are constantly thrown about due to scheme after scheme, skirmish after skirmish between the nobles and the Hegemon. Frustrations against the Hegemony are, for the most part, tolerated, as the people speaking against the Hegemony have little political rights. Once dissenting talks turn into rebellion, however, it is always quickly put down — the Hegemony is quick to consolidate when the have-nots try to rise up. Large-scale revolutions have been prevented by autocratic force, but the clan system also keeps those under them with some influence, enough to keep everyone fed and content. Those who are not so easily tempered by this system in recent years join the Aut'akh or Si'akh cults, turning away from any authoritarian force over them and owing to why the system views them as such a threat.

The Hegemon handles the international affairs of the state, as well as curbing the individual powers of the major land-owning nobles. They also directly charter the Guilds - now under Hephaestus - which feeds into their wealth. The internal affairs of the Izweski Nation are built off of a federal system and governed by a feudal hierarchy (though in recent years such a term, 'feudal', seems to conflict with the reformation into a more modern government), from the lowest lord with the worst land to the highest overlord that governs a vast region or an entire colony. Even the highest overlord bows directly to the Hegemon, and controls the taxes, edicts, other parts of their territory. Typically, the middling ranks are filled with the most cut-throat opportunists as lords seek more land and more influence — occasionally, one clan ends up owning the entirety of a territory as a result. The noble in charge of that province thereafter acts as a sort of "local Hegemon," trying to sort out ambitious nobles and keeping the order. The only difference is that the Hegemon themself is still above the overlord, ready to remove them if they do not kneel in the end. Roughly the same system also occurs in the guilds of the Hegemony, though feuds are over positions and titles, not land and labor.

The Hegemony technically rules over all of Moghes which fulfills the ancient prophecy — anyone, planetside or otherwise, knows this is a farce. The borderlands of the Wasteland, though settled by nobles and workers, is harried by raiders and poor resource outputs. Once it becomes worthless to expand forward, independent Wastelander settlements crop up, illegal yet existing, and no lord is going to care over a dusty desert village. After one passes the independent once-Traditionalist villages, there lies only sand and the dishonored. The Hegemony, for symbolic and economic reasons, is trying to terraform the Wasteland with the help of the K'lax and Hephaestus, though due to raids, the expanding Wasteland, and the phoron scarcity it has not been profitable besides keeping what Untouched Lands remain intact.

Hands of the Hegemon

Made up of the most powerful lords from the Hegemon's nobility, the Hands of the Hegemon advise Not’zar on the everyday affairs of the Hegemony together, ensuring that they are given a fair voice in the affairs of the tate. Each lord or lady fills an important political role, using their influence for the betterment of their people, and speaking on behalf of important interest groups. Many disagree with Not'zar on matters of policy and culture, nevertheless, they continue to serve as his Hands. More information about the specifics of their roles can be found here.

Master of Rivers: Azui Hutay’zai

The bastion of Traditionalism with the Hegemony and the most traditionalist Hand of the Hegemon, Azui Hutay’zai originally fought for the Traditionalist Coalition during the Contact War under his father, but upon his ascent to the throne of Tza he chose instead to sue for peace, giving up his kingdom in exchange for a position as Overlord and keeping his lands safe from the nuclear war. Since then he has become one of the most powerful vassals in the Hegemony, rising to the position of Master of Rivers on the Hegemon's council. He believes in the economic policy of mercantilism, limiting imports and maximizing exports, and ensuring that there is little outside influence on the economy. It is for the latter reason Azui sees the status of Hephaestus Industries within the Hegemony as a mistake, and one he must make every effort to correct.

Court Priest: Korza Azandar

Due to political conflict with the church of Sk’akh, this position was unfilled for four years, with the Sk'akh Archpriests ruling the Church by committee. In 2466, ongoing religious turmoil and the rise of revolutionary faiths such as Aut'akh and Si'akh led the Archpriests to finally act, raising Korza Azandar to lead them. Despite past difficulties with the Church, Hegemon Not'zar appointed High Priest Azandar to the traditional position of Court Priest, allowing him to advise the Hegemon on spiritual matters - and firmly solidifying the Church as a political power in the Hegemony once again.

Lord’s Claws: Mizaruz Izweski

A former war hero, Mizaruz was married into the Izweski clan and made Lord’s Claws of the Hegemony shortly after the Contact War. He is utterly loyal to Not’zar, but viewed as an incompetent in strategic military matters by many Sinta. His diplomacy has been viewed favorably however, having managed to avert many crises both within the Hegemony and with other alien empires. He is the primary proponent for the further adoption of the new model war which allowed the Hegemony its victory during the contact war. He has recommended several reforms, even going so far as to propose a standing army in addition to the Navy, but has been disrupted by more traditionalist elements who still wield considerable power within the military establishment.

High Speaker: Seleta Sarnac

A dedicated public relations expert, Lady Sarnac runs the diplomatic arm of the Hegemony, with foreign ambassadors reporting directly to her. She is known to be a rival of Overlord Rokasi Miazso of the Southlands, and has frequently attempted to leverage her position to strengthen her clan's place in the region. She is also noted for her progressive standpoints, which has earned her the ire of more traditional nobles. She appears at Not’zars side at nearly all public events, crafting his image into one of power and certainty. She has also begun a campaign of propaganda, in an attempt to garner the loyalty of common sinta, particularly guildsmen and peasants.

Spymaster: Hizoni Izweski

The only daughter of former Merchants' Guild guildmaster Keicacu Razi, Hizoni rose to prominence when she defeated a murder plot directed at the Hegemon, killing two of the assassins herself and uncovering their paymasters - the disgraced Yiztek clan. Since then she has continued to protect the Hegemon, shoring up his precarious position anyway she can. On May 14th, 2465, she married Not'zar Izweski, taking his name in the process. Little is known about Hizoni Izweski personally - perhaps fittingly for her position.

Consular Officers

A consul's job in foreign space is ultimately to represent the Hegemony and assist in legal matters for Unathi dealing with both the Hegemony and another government or group. However, a consul's own secondary objective may depend on their role in society back in the Hegemony. For instance, a Sk'akh priest's interest outside of navigating legal channels would be promoting the Sk'akh faith in a positive light, making sure Sk'akh believers are not causing trouble, ensuring proper tithes are paid, and similar activities. A guildsman promotes their guild membership and benefits for joining; former healers endorse nearby Houses of Medicine and perhaps make sure a Unathi's working conditions are safe and healthy, especially in human space.

A Hegemony consular must be a member of a noble clan, though not one who directly rules territory themselves. Open members of the Aut'akh and Si'akh faiths are not permitted to serve as consulars, though some may hold these beliefs in secret. Vaurca Gynes from the K'lax Hive may also act as consulars for the Hegemony, as they are considered to be noblewomen within the feudal system.

International Relations

Sol Alliance:
The Izweski Hegemony worked closely with the Sol Alliance following first contact, but the aftermath of the Contact War and the Solarian retreat from Ouerea saw the two nations grow distant from each other. Though the Alliance maintained an embassy on Moghes, most of its high-ranking staff were recalled during the Solarian Collapse. Since then, the two nations have had little to do with each other, the main exception occurring in 2464 when the Southern Solarian Reconstruction Mandate and the Hegemony jointly prosecuted a notorious Unathi pirate on the planet Visegrad.

Republic of Biesel:
The Hegemony has good relations with the Republic of Biesel, with the two nations having numerous long-standing trade agreements and many Hegemonic Unathi working abroad in the Republic. During the Solarian invasion of 2462, the Kataphract Guild lent its services to Biesel, with Unathi warriors fighting alongside the Republic’s forces against the renegade 35th fleet. Though phoron imports have slowed since the scarcity began, the Hegemony still exports large quantities of raw materials such as plasteel and borosilicate glass to the Republic via Hephaestus Industries.

Empire of Dominia:
While the Hegemony and Empire have occasionally cooperated in the past - the most notable example being the Battle of Youthstone, where a joint Izweski-Dominian force destroyed a major pirate stronghold on the planet Gwim’zala - relations between the two have always been tense. A large contributor to this tension is the ongoing privateering of House Kazhkz, who tend to favor targeting Izweski ships due to lingering resentment from the Contact War. As Hephaestus has grown in power in the Hegemony and Zavodskoi Interstellar has grown in power in Dominia, these tensions have notably worsened - with the two megacorporations discreetly attempting to sabotage one another’s efforts in the southern Spur. The execution of two Si’akh priests by the Empire in 2466 has led to the threat of trade sanctions against Dominia, though it remains to be seen if this is anything more than idle diplomatic bluster.

Serene Republic of Elyra:
Elyra and the Hegemony have little formal diplomatic relationship, though a sizable population of Unathi migrant workers are employed by Hephaestus on New Suez. The two nations have had occasional border skirmishes in the past, and though these have ended the relationship between the two remains cold. As tensions between Elyra and Dominia escalate in the Sparring Sea, many in the Hegemony are increasingly concerned of the danger a war between their two main rivals could bring to their own nation, with their navy in little shape to repel a potential attack.

Coalition of Colonies:
The Hegemony has no real relationship to speak of with the Coalition. The most notable tie is to Burzsia via Hephaestus Industries, where many Hegemony citizens have found lucrative employment. Due to concerns of the Hegemony growing into a potential threat to the southern member-states, the Coalition has engaged in several embargoes of the Hegemony in an attempt to diplomatically isolate it - most notably preventing the export of Vysokan foodstuffs during the recent famine on Moghes.

Nralakk Federation:
The Nralakk Federation was one of two nations to make first contact with the Hegemony alongside the Sol Alliance, and jointly operated the Ouerean provisional government with them. Following Hegemon S’kresti’s demand for the return of Ouerea, the Federation withdrew completely from Uueoa-Esa and has had no formal diplomatic relations with the Hegemony since then. The stifling silence between them is seen to be either a growing tension between two groups on the cusp of change, or merely an awkward pause before reconciliation, reparation, and realignment. Though they lack embassies in their respective territories, the Skrell assert responsibility and interest in the development in Ouerea as it becomes a cultural hotbed and merger of ideas and innovation, and as such talks between the two groups is inevitable. Furthermore, Skrell and Unathi delegations have been openly suggesting diplomacy; though facing backlash from bitter traditionalists and more conservative Unathi in the Hegemony, it is clear some amount of change is on the horizon, for better or for worse.

People's Republic of Adhomai:
The Hegemony and the People’s Republic have decent diplomatic relations, as the two major non-human powers of the region - the two nations maintain embassies with one another, and their fleets have shared information in order to combat piracy in the Badlands. Relations between the two have occasionally been fraught, however - the PRA denounced the Izweski occupation of Gakal'zaal prior to the planet’s vote to join the DPRA, while the Hegemony has openly denounced the PRA’s use of nuclear weapons during the war. Due to their own experiences, the Izweski have made several calls for nuclear disarmament on Adhomai - though so far, little has come of it. Though the two nations have never been actively hostile, both are wary of the possibility of future conflict.

Democratic People's Republic of Adhomai:
The Hegemony and Democratic People’s Republic have a hostile relationship, largely due to the events on Gakal’zaal. The Al’mariist government denounced the Unathi and supplied materiel and fighters to the rebels in the colony. Despite the normalization of diplomatic ties after the liberation of the planet, the relationship between both nations remains tense because of the Unathi situation in Gakal'zaal; the Hegemony wishes for the Unathi residing there to regain citizenship, yet the bitter history between the previously-named Unathi nobility and the Tajara population there proves too recent a hurdle to pass.

New Kingdom of Adhomai:
In an attempt to gain more allies, the New Kingdom approached the Izweski Hegemony recently. As part of the concessions to gain its favor, it denounced the Al'mariist presence in Gakal'zaal. The Unathi have also requested the NKA to recognize their claim to the planet, a demand that the Kingdom is still unsure if it will accept or not. Beyond this, the NKA and Hegemony have had little in the way of formal relations or trade.

The Commonwealth of Hieroaetheria:
As a result of the sheer distance between the Commonwealth and Hegemony territories, diplomacy between the two nations is light but does occur. To aid in combating the growing Wasteland, The Commonwealth has sent thousands of nymph seeds to Moghes in order to help clear radiation. Unathi merchants and smugglers have been known to make a stop in the Commonwealth's territory to purchase some goods to resell elsewhere.

Culture and Demographics

See also: Unathi Society

Life in the Hegemony has changed very little since the emergence of feudalism centuries ago. There are the people at the top — nobles, guildsmen, aliens, and then there are the people at the bottom — the peasantry, Guwan, and more. The reverence of honor continues to be a major player in Unathi society even to this day. Conservative cultural norms such as the importance gender plays in deciding somebody's role in society, strong religious zeal, and arranged marriages, are upheld and persevere due to the stubbornness native to Unathi.

Feudalism and Caste

All Unathi in the Izweski Hegemony live under a strict feudal society. It divides most of the species into distinct castes, each of which usually prevents upward mobility - though social mobility has become increasingly more common in recent years. The varied castes of Unathi society, and the genders associated with them, are as follows.

The nobility or Sanza can include Lords, Clan Lords, and even distinguished Clan members. These are the landed elite of the Hegemony, and the most powerful nobles influence the Hegemon's decisions. Nobles must own a tract of land, no matter how small, to be considered a noble. Land is inherited, purchased, or granted by the Hegemon (often by pleasing him or winning his wars). The nobility enjoy the comforts of off-world technology and are considered superior physically, mentally, and spiritually to the average peasant. It is important to note that one may be part of a noble clan and not be a noble--for example, children do not typically own land, so they are technically not noble, though they enjoy the privileges of the nobility all the same. Many of those that swear allegiance to the clan are considered part of the noble clan, but are not actual nobility. This is not a gendered role, with men, women, and fishers being equally common.

Shaman or Akh is the general term for any Unathite clergy; priests however are exclusively members of the Sk'akh Church. Priests tend to own the land of their church which owes its fealty to the local Lord, making them a form of pseudo-nobility. They are granted many special protections that protect them from violence or land seizures. Priests own their respective churches and Lords are forbidden from collecting tax from them, pressing them into armed service, or seizing their lands. Their influence rivals that of secular Lords, and many priests are active participants in local politics and intrigue. Ever since the fall of the Church, much of what was considered "church land" was seized by enterprising lords--after the end of the civil war, the priests were able to hold on to some, but not all of their land. Th'akh shamans have been unaffected by this change, though they always typically held much smaller tracts of land when compared to their Sk'akh rivals, causing some tension. These roles are not gendered, though a priest or shaman's duties will change greatly based on their chosen gender.

Healers or Riz'akh are, as their name implies, doctors. Like shamans, it takes many years studying and learning to become an official healer. A well-studied healer will typically swear allegiance to a noble clan (including their own clan) and treat for their clan only. Large noble clans have entire hospitals and multiple healers dedicated for their needs, while smaller clans may only employ one healer. This tradition has come to change, however--after the Contact War, the need for healers increased drastically due to the effects of radiation on Unathi. The Hegemon finances prospective healers to study abroad or at the Skalamar University of Medicine so that they may join public hospitals, paid at a similar (albeit lesser rate) than healers that are in service to a noble clan. Notably, even peasants have even been awarded this scholarship, though they must prove their skill at healing beforehand. The healer is the archetypically feminine role, with all in this position being considered women.

Warriors, known as Saa'[clan], are soldiers that fight under the banners of their Lords. They are seen as an ideal for male Unathi to strive for. They attach themselves to noble clans (including their own) and fight in that clan's conflicts, and clans are expected to give their warriors to the Hegemon in the event of war (provided it is not a civil war). Warriors are expected to follow the Warrior's Code perfectly. Warriors, like Healers, are pulled from the entirety of the populace, but it is up to that noble lord's discretion on who to promote. Warriors could be trained from birth in the family of the noble, a levyman that distinguishes himself in battle, or a random farmer forced into training--whatever the noble decides. Warriors, in peace time, guard their noble clan or serve in the Hegemony. Warriors are occasionally awarded land for their service, either by their overlord or the Hegemon himself. Warriors who attach themselves to the Hegemony himself and not any noble family are known as Kataphracts. The warrior is the archetypically male role, with all engaging in such activities being considered men.

Kataphracts or Saa’Izweski, are an ancient class of warriors that has recently been revived by Not’zar Izweski. They attach themselves to the Hegemony itself rather than a clan and follow the Warrior's Code of Honor strictly. When they are not summoned to do battle for the Izweski, Kataphracts seek to maintain their status as brave and honorable warriors by participating in martial games or going on adventures throughout the galaxy. Kataphracts are appointed by the Hegemon, an Overlord, or another Kataphract if they prove themselves in battle to be especially brave and worthy, though lords are hesitant to hand off their best warriors to the Hegemon. Women cannot become Kataphracts; only those that claim the soul of a warrior may become one. They are referred to as Saa when referring to their rank, or Saa’Izweski when formally referred to. Kataphracts are only paid by the Hegemony when they are summoned for war. Kataphracts as a result take to adventuring across the galaxy to earn credits and make their name, and some even seek employment within Tau Ceti, waiting until the day they are summoned to do proper battle.

Besides their ventures in the frontier and Tau Ceti, the Kataphracts were purchased as mercenaries by the People’s Republic of Adhomai to fight in the S'rend'marr Coalition. They were utilized to primarily protect urban areas and officials. The Kataphracts suffered heavily in their deployment however, struggling to balance their precepts of honor with the harsh reality of guerilla war on Adhomai. Their experiences left them embittered against Tajara of the DPRA, a feeling many Hegemony clans would share following the Gakal'zaal conflict.

Kataphract-Hopefuls or Zo’saa, are Unathi that have pledged themselves to the life of a Kataphract, yet are not appointed. They are warriors that have attached themselves to the Hegemony, but have not actually been appointed a Kataphract by the Hegemon. Other Hopefuls, after making their intentions known, are sent out across the galaxy to be tested in various ways, in accompaniment with real Kataphracts. Many Kataphract-Hopefuls come to Tau Ceti for the challenge of holding true to their ideals and the goal of "Kataphract-hood", tested against the well known trend of the star system to break down conservative Unathite beliefs. Kataphract-Hopefuls that spend a few years in Tau Ceti and still hold true to their commitments of honor and bravery, or who engage in incredibly brave deeds and do the same, can easily find themselves anointed a Kataphract.

Spies or Zo'kaa, occupy the same rank as the warriors for Unathi, being the female counterpart to the warrior caste. Similarly, while male Unathi look up to warriors as an ideal, women look up to spies with an equal amount of reverence. Spies, however, are in an often unique position - a majority often serve their Lords for whatever intelligence they are looking to collect, but can also be reached out to by spymasters should they be looking for dangerous elements, especially in outlying territories. Generally speaking, spies are often what humans consider to be detectives of sorts, and lower rank and file spies work as investigators. Some spies specialize in gathering information through subtle questioning and incentivizing cooperation, while others are masters in infiltration and blending in. This is a traditionally feminine position.

Spymasters or Kaa, are those that gain a reputation by word of mouth between those that would seek their employment - namely, powerful Lords, merchants, priests, and other figures of influential clans. Such spymasters become operators themselves of other spies, using their experience to give potential leads, offer guidance to newer spies, and take up larger work from the Izweski Hegemony. Spies themselves do not attach themselves to specific clans, and are instead forced to serve whomever their spymaster decrees.

Guildsmen are merchants, businessmen, and entrepreneurs striving to make a name for themselves and earn a nice profit while doing so. This social class includes both Guildmasters and independent salesmen. You are required to purchase the title of Guildsman from a local Lord or Guildmaster before being considered as such and are legally barred from conducting business without one. Guildsmen are only required to pay rent to their Lord and are exempt from taxation, so this group forms the closest thing Moghes has to a middle class. Guildsmen can be men, women or fishers; with fishers commonly making up the bulk of a Guild's labor force while women usually are the outward face of any aspects regarding external business. There are a few exceptions, but those that stray from these norms within Unathite culture are shunned and face a more difficult uphill battle in gaining recognition and becoming successful. Peasants who work for guilds are not considered guildsmen. Following the rise of Hephaestus Industries, most guildsmen are considered Hephaestus employees. This is a non-gendered role, though this depends on guild - members of mercenary guilds are considered male, while members of medical guilds are considered female and most productive guilds would be considered as fishers.

A visual representation of Izweski feudalism.

Peasants are the bottom rung of society, and are by far the largest. This group comprises traditional tenants on the land of a Lord working aquaculture farms or in the mines, to urban Unathi living in slums and working in guild factories. Peasants have zero political power and are at the mercy of their overlords. Strong social norms and tradition are what keep Lords from outright abusing their peasants en-masse. They work for the Guilds and provide the Guilds the fruit of all their labor, keeping meager earnings of which they must surrender half to their Lord for the privilege of living on his land. Peasants only have meager influence when organized into clans, in which they can appeal for better things to their lord or guild, like a crude worker's union. This is how peasants ascend to the middle class, though they are still at the whims of their lord--and if a lord or guild dislikes what you or your clan is doing, you will be immediately stomped out.

Guwan are the absolute bottom caste of Hegemony society. As punishment for their crimes, they are given absolutely zero protections, and are actively subjugated, persecuted, and barred from all aspects of public life and hopes of ever-advancing upwards. They typically work the worst jobs and sleep on the street, as they are not allowed to own property. Aut'akh usually end up in this caste as well, as most of them are denounced by their clan or Lord. The only chance that a Guwan has to ever lose their status is to be adopted into another clan or proven innocent of their crimes.

Gender Roles

Unathi society is highly gender-stratified, with very specific gendered divisions of work and societal role. The Unathi understanding of gender has become tied deeply into these roles, which leads to a structure that humans may find unusual. In Unathi society, gender has little to do with assigned sex, rather being almost entirely dependent on the societal role an individual finds themselves in. The Sinta’Unathi words for ‘warrior’ and ‘male’ are the same, but this is not because one is required to be male to be a warrior - rather, the act of being a warrior is what makes one considered male. To Unathi, gender is not something that one is, but something that one does. An Unathi who sought to live as a professional warrior would be considered male by society at large, regardless of their sex at hatching - and regardless of their own thoughts on the matter.

Where this system originates is largely unknown, having existed in some form for most of Unathi recorded history. The earliest known example comes from archaeological discoveries in the Tza Prairie, indicating that ancient Unathi cultures held the Fisher as the feminine role, rather than the Healer - which was reserved for a long-extinct caste of shaman-kings. The gender division in its modern form was likely codified by the early Sk’akh Church or predecessor faiths, though with so much of Moghes’ history now lost to the Wasteland scholars doubt if the origins of such a fundamental part of society will ever be discovered.

The divisions of labor in Unathi society are based on this structure of gender, and it is expressed prominently in religion - the Three Aspects of Sk’akh being the most prevalent examples. The Warrior, Healer, and Fisher are the primary categories into which almost every aspect of Unathi life has been divided for centuries - though as with many Unathi traditions, it is being increasingly challenged in the modern era.

The Warrior

The Warrior is the masculine category, under which roles to do with martial affairs tend to fall. Most military positions are considered male due to this, with some rare exceptions being made for medical and support personnel. Outside of direct combat matters, positions in law enforcement and colonial expansion are also widely considered warriors, as are many roles to do with the direct enforcement of a ruler’s will such as governorship, tax collection and announcement of decrees. Unathi identifying as warriors are expected to act with honor in accordance with the Warriors' Code. Vaurca Warriors outside of those in medical or scientific fields are generally gendered as male by Unathi as a result of this.

The Healer

The Healer is the feminine category, which is broader than its name might indicate. Positions in the medical field are obviously considered healers, but the category also covers most scholarship and keeping of knowledge in general. The Simiite Reliquary in To’ha’dat is staffed exclusively by Priestesses of the Healer, and holds the complete historical record of the Sk’akh Church. While scholarship in general has never been as gendered as some other categories, the vast majority of Unathi scientists, archivists and researchers would be considered female. The sphere of knowledge and learning also covers the business of spycraft, investigation and diplomacy, with the positions of Spymaster and High Speaker being traditionally female ones. Unathi identifying as healers have less of a concrete code of honor, though in recent years the invention of the Matriarch's Code has gained some popularity. Vaurca Gynes, as well as Workers and Warriors in medical or scientific fields, are generally gendered as female by Unathi as a result of this.

The Fisher

The Fisher is the third Unathi gender, without a direct translation in Tau Ceti Basic. Its sphere covers productive work such as fishing, construction and engineering. Many among the Unathi working class are considered to be fishers, and the title of Master of Rivers is one that traditionally is held by a fisher. In Tau Ceti Basic, gender-neutral pronouns are often used to describe fishers, though due to linguistic differences a fisher may often be gendered as male or female by humans. The sphere of the fisher encompasses many positions to do with economic development, ranging from humble miners, ranchers and fishers all the way to colonial administrators. There is no strict code of honor for fishers similar to that of warriors and healers, though the idea of developing one has been attempted a few times. Vaurca Workers outside of medical or scientific fields are generally gendered as fishers by Unathi.

Non-Gendered Roles

The gender stratification of Unathi society is nearly all-encompassing, though there are some rare positions that can be considered as more than one gender. Rulership is the most notable of these, with the gender of a ruler being considered emblematic of their style of rule - male rulers are considered a good omen for military victory, whereas female rulers are considered a blessing for periods of peace and wisdom and fisher rulers are considered to bring periods of great productivity to their demesne. The title of Hegemon is something of an exception, having always had a connotation of military conquest to it. As such, Hegemons throughout the ages have largely been warriors, though with a few notable exceptions. Hegemon Ayzi Sarakus is historically recorded as a fisher, and there have been several recorded healers and fishers to have held the throne throughout the Izweski Hegemony’s history - though greatly outnumbered by the warriors.

One role which falls outside any of the three genders is that of the Guwandi. The reason for this is simple. A Guwandi sheds their gender as they shed their name, and for the same reason - it is a sign of the person they once were, before facing such shame that it was left behind. A Guwandi is only referred to as their prior gender when they are confirmed to have died with honour, and the stain of their disgrace can be erased from their history.

In addition, the introduction of Unathi to the interstellar stage has led to a vast array of new roles, which have yet to be neatly assigned to a gender. While some were able to fit into pre-existing categories, other roles such as interstellar piloting, civilian spaceship command and various roles to do with colonial oversight have yet to be fit into one of Unathi society’s well-defined boxes.

Changing Gender

Most Unathi will live in the gender of their work for their entire lives. However, the nature of Unathi gender roles mean that changing one’s gender is fairly common in Unathi society, especially among nobles who may find themselves in a wide number of roles during their lives. It is not uncommon for rulers identifying as female to present as male during wartime, for instance, or for rulers identifying as male to present as a fisher when investing heavily in developing their lands.

In the modern age this has become more common among non-nobles, as common Unathi find themselves with a greater degree of social mobility. Many who would have lived and died as fishers find themselves seeking out battle and becoming warriors, or enrolling at institutions such as the Skalamar University of Medicine and identifying themselves as healers. The act of changing one’s gender is, in most Unathi societies, a religious one. In the Izweski Heartland and other majority Sk’akh regions, these affairs are handled by the Church, while other faiths have their own approaches to it. For Unathi outside the Hegemony, such as those in Biesel or Dominia, less of a spiritual significance tends to be placed on the transition, being treated as more of a personal and private affair.

Outside the Gender Trinary

In every society, there are those who do not conform to expectations, and the same is true among Unathi. Following the Contact War, many Unathi have challenged the ancient structures of gender that bind their species, seeking to separate their work from their own identification. The first female Kataphract, the Lady H’zala was appointed in 2459, one of the first public examples of a non-warrior permitted in such a strongly gendered role. In the Queendom of Szek-Hakh, the ordinary structures of gender are largely reversed as most of the fighting is done by women - while some present as warriors to the world, most continue to identify themselves as healers. While this is done out of practicality, with most of the realm’s men having perished in the Contact War, it is still viewed as a dramatic aberration from the norm. Abroad, some Unathi have found themselves adopting more human conceptions of gender as something that a person is, rather than something that they do, and choose to present as a gender that does not match their occupation - whether one which matches their sex, or simply based on personal preference.

Many have decried this as alien confusion and an erosion of Sinta tradition, while others welcome or simply do not pay mind to it. Gender is a spiritual matter, after all, and the priests and shamans have yet to come to a definite conclusion about these changing matters. How this will impact Unathi society, built around the strict gender trinary for centuries, remains to be seen.

Gender and Aliens To many Unathi, human conceptions of gender are confusing, seemingly arbitrary and without reason. While decades of contact between the two species has helped for better understanding of this, both tend to view the other society’s ideas of gender as strange. Unathi, particularly those less-accustomed to working with aliens, will often gender non-Unathi based on their profession rather than any outward signs, and will find being corrected on this matter particularly confusing. For aliens which lack a concept of gender altogether such as Skrell, Vaurcae or Dionae, this is generally less of an issue.

On Ouerea, a general understanding has been reached as to human concepts of gender, with the Unathi population coming to understand their alien neighbors’ views. Some of these views have been adopted among the Unathi population, with Archpriest Azente of the Sk’akh Church holding in the belief that an Unathi can do the work of one gender while identifying as another, which has caused him to be labelled as a radical among his fellows. Generally speaking, Skrell on Ouerea do not seem to have any particular trouble assimilating to Unathi notions of gender, though the reasoning behind it can often be confusing to them.

Some Diona gestalts which have primarily learned from Unathi - such as those living in the Izweski Hegemony, or among the pirates of the Tarwa Conglomerate - have adopted their own interpretation of Unathi gender. Some more organized gestalts tend to gender their individual nymphs based on the role they play in the whole, while others have developed their own codes of behavior similar to those practiced in Unathi society. More information about them can be found here.

Most Dominian Unathi have, at least in practice, adopted the human model. Though most were born and raised on Moghes and held (perhaps still hold) traditional views, most Unathi choose to adapt to the local Imperial culture for similar reasons as converting to the Holy Tribunal - that not respecting the customs and culture of their new home would be dishonorable to those who had welcomed them. Some, particularly among the Han’san and the older Unathi population, do not forget about traditional understandings of gender, still living much as they would on Moghes. To the humans of Dominia, this is largely written off as another alien curiosity of the Unathi, though those who spend more time with them may come to a better understanding of their ways. The newer generations of Unathi born on Imperial soil, however, are generally much more familiar with human ideas of gender than Unathi ones.

Relationships and Marriage

Marriage in the culture of the Hegemony is seen strictly as a means to secure alliances between clans. With the bonding of two souls under Sk'akh, clans are capable of securing peace and strength.

A map of Moghes, with cities and the Wasteland labelled. The Hegemony rules all.

Depending on who is being married, the act of marriage can carry different societal expectations. Marriage between a two fishers, or two different genders is seen as a symbol of fertility and growth, bringing the call of the Fisher. Marriage between two men links to the Aspect of the Warrior for strength, and is often used to secure particularly military alliances. Marriage between two women is a call for the Aspect of the Healer, and is thought to bring stability and kindness.

Divorces in the Izweski Hegemony must be requested through the Sk'akh Church, where a member of the clergy will decide how property and titles will be split. Typically, if a man is known to abuse or neglect their spouse, it is seen as a deep insult to the spouses' clan - a woman is often seen as being unable to do something so violent against another soul.

Oftentimes, Marriage Competitions are held to encourage young, unmarried Unathi to be competitive against each other and be the best suitor they can be, while unwed Unathi, parents, and Clan Leaders from various clans watch. Formal events are gender-segregated and have suitors attempt to impress Clan Leaders, whether through status, skill, or beauty. Men will often prove themselves in duels between suitors, women display acts of debate or healing, and fishers display skilled craftsmanship. Successful Unathi who win these contests are lauded by their entire communities and enjoy great prestige, and often enjoy the luxury of several suitors pining for their hand - and oftentimes, the best two are fated for each other.

Military

See also: Unathi Military Structure, Unathi Honor

Most major nobles have standing personal forces, which are augmented by levies in times of war. Following the end of the Contact War, many levied troops have remained in the service of the Izweski, having lost homelands to return to. Outside of the levy system, the Hegemony maintains a professional navy to project power on the interstellar scale - though it is currently suffering great difficulty from the phoron scarcity, which has rendered outlying colonies vulnerable to pirate raids and the inability to defend against attack from other regional powers such as Elyra or Dominia.

The Kataphract Guild acts as the personal force of the Hegemon when called, though they act as mercenaries in peacetime. They are highly-trained and well-equipped fighters, though they abide by the Warrior's code with a level of dedication that would make even the most zealous of ordinary Sinta look twice. Though their insistence on honorable tactics has often caused them difficulties - particularly in their involvement with the S'rand'marr Coalition - the Kataphracts are widely regarded as some of the finest fighters in the Orion Spur.

Though technically the standing levies of High Queen Zkaii, the K'lax are also a major contributor to Izweski military power, with legions of K'laxan warriors and the support of enormous specialized warforms acting as a major force multiplier for Hegemony ground forces. The Lord-Admiral Za'Akaix'Xitac K'lax commands all the Hegemony's currently-mobile vessels, and their alien intelligence and connection to the Cephalon network has given them a reputation as an undefeatable commander - a reputation which has yet to be disproven.

Technology

See also: Unathi Spaceflight

Prior to first contact, Izweski technology was slightly ahead of twenty-first century Earth - though far more stratified in its distribution. Luxuries such as air travel, automobiles, television and advanced medicine were reserved for the nobility, while the peasantry made do with outdated and relatively primitive equipment. Nuclear weapons were widely distributed over Moghes, with both the Hegemony and the more powerful independent nations having access to nuclear-capable ICBMs. It was generally believed that the possibility of mutual destruction would act as a balancing factor against war - though this would not prove to be the case. The Izweski space program had progressed rapidly, with the first colonists landing on Ouerea in 2390.

The introduction of alien technology changed Moghes rapidly - extranet connections and holoscreens are common across the urban centers of Moghes, advanced medicines such as dexalin and ryetalyn can be acquired through the House of Medicine, and the Izweski navy is outfitted with high-quality laser rifles and the advanced hardsuits known as 'breachers'. Nobles in the Untouched Lands enjoy a quality of life on par with that found anywhere in the Spur, and increasing social mobility means that many peasants have found hope that one day, they too will enjoy the full benefits of the modern age. The introduction of Vaurcae to the Hegemony has also brought new technological advances, such as the now-commonplace energy-based melee weapons and the establishment of gene clinics to treat the genetic defects caused by lingering radiation.

Life in the rural areas is harsher, with cities being rare and life mostly determined by the size of a village and how well they can fish and hunt. Due to the distance from city centers, essential supplies like medicine are hard to come by locally and, more often than not, expensive. Access to domesticated threshbeasts, railroads, and the occasional car allows for travel to nearby tradeposts, so even though such supplies are expensive to import, one can still obtain them if they have enough coin. These threshbeasts also allow those that work skilled labor to exchange information on techniques to work trades in the city.

Each rural town generally has a radio so important news, orders from a Clan Lord, weather forecasts, and the like can be broadcast to the clan leader in the village. Often times, over the radio is how many rural Unathi receive statements from Not'zar, and most have not seen a likeness of him. Cheap holoscreens are becoming increasingly common in rural areas, and the wealthier peasant clans sometimes can afford to buy more than one car. The most advanced aspect of life for rural clans is the aquaponics system, one that Hephaestus engineers have helped develop to maximize livability for fish in these farms. Most Lords and Clan Lords see to it these systems remain up to date as possible, else starvation and minimal profits will be turned from a given clan.