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[[File:Southlands.png|thumb|The region known as the Southlands and its surroundings]]
== Overview ==
The Southlands is a large region in the Untouched Lands of Moghes, spanning most of the southern coastline of the Moghresian Sea, and stretching southwards into the inhospitable polar regions. The Southlands have always been a relatively prosperous region, with large swathes of farmland and access to the Moghresian Sea  - however, the cities and clans of the region have long-lingering feuds dating back centuries, and despite all of them nominally working together under the Izweski, these feuds continue to flare up.


Prior to the Contact War, the primary industries of the Southlands were small-scale aquaculture and fishing, with a strong industrial base in Jaz’zirt. With the devastation of the Contact war and the encroaching wasteland on the eastern and western borders of the Southlands, the small scale aquaculture farms that once dotted the rural villages of the Southlands and made up much of its exports were found to be contaminated, radiation seeping into the water. Unable to make a living for themselves rurally, the peasantry migrated into the cities, creating a refugee crisis, but also opportunities for the growing industrialists of the Hegemony. The ready supply of cheap labour, now within the cities, was attractive to those nobles, guilds, and corporations who sought to enrich themselves; before long factories, refineries, and all the buildings of industry were being constructed at a manic pace within the Southlands three main cities. With Industrialization came an increase in the quality of life, mostly for the nobility, but also for the peasantry, and as the quality of life rose progress in other forms steamed ahead. Today, the Southlands stands as the most progressive of the Hegemonic Regions, socially, politically, economically, and industrially, with the most amount of human influence. There are, of course, those who do not like this, but it seems unlikely they will be able to stop the tide of history.  
''“You have made a ruin, and you call it peace, Izweski. May the spirits of my ancestors show you the same honour that you have shown us.”''
-Last words of General Mizak Azarak, commander of the Kingdom’s forces during the Contact War.


The Southlands are home to a wide array of clans, but historically and to this day, those who control the cities have the greatest influence over the region. The three great cities of the Southlands - Teht, Razir and Jaz’zirt, are jewels of the region - and the centres of power for any enterprising noble clan. Currently, they are controlled by the Eizde, the Sarnac, and the Miazo respectively. Even having a minor stake in one of the cities ensures tremendous amounts of wealth to any noble clan, and being tied to one of the clans which controls a city is even better. Historically, all three cities and their ruling clans have been rivals, having fought many small wars for control of the lands between them, and to this day working against one another, though the Hegemon ensures that open warfare between them no longer occurs. The lost city of Oket was, in the pre-Contact War days, often a key point in these struggles, being positioned between the two rivals and perfectly situated to be the deciding factor in many of these wars.
The Broken Coalition is located in the southeastern regions of Moghes, clinging to the southern borders of the Wasteland. Prior to the Contact War, this region was the heartland of the Traditionalist Coalition’s most influential kingdom - the Azarak Kingdom, main rivals of the Izweski in the years prior to the War. Once known as the Vharzk Steppes, the region was home to sprawling grasslands and scattered forests - all lost to the Wasteland. Now, the few remaining cities of the Broken Coalition cling to the borders of the Wasteland, struggling still to rebuild from the ashes of the Contact War.  


During the Contact War, Oket was destroyed utterly - of its ruling clan, no trace remains. The region of radioactive wasteland between Razir and Jaz’zirt has led to somewhat more amicable relations - however, the Sarnac and the Miaszo still plot and scheme for control of the greater region. Currently they are almost equal in their control of the region, with the Miazso having legal influence, thanks to Rokasi being Overlord, and the Sarnac having political influence, with Lady Seleta being the Hegemon’s High Speaker. Still, currently the Miaszo would have the advantage over the Sarnac, due to a majority of the Region’s industrialised centres being located in Jaz’zirt, were it not for the Eizde and their city of Teht. Perched on the edge of the western wasteland, Teht is currently struggling to maintain its relevance, as refugees, famine, Gawgaryn raids, and the encroaching wasteland threaten to up-end it. However, it has historically been the centre of power for the region, and is still considered so by some savvy nobility, not due to its own power but how it tips the scales of the two primary competing cities. The Eizde clan historically, and still to this day, have never wanted Razir, Jaz’zirt, or any clan who ruled those cities to be able to consolidate power within the region, and have used their city to keep a balance between the two giants. Whenever the Razir or Jaz’zirt gain a significant advantage over the other, the Eizde along with their city have backed whichever became the underdog, keeping the balance of power within the region somewhat equal. Both cities have grown and shrunk at different times, but never has one managed to consolidate power over the other. Some have called this a timid approach, and make fun of Lord Eizde for not finally changing, but for all it’s potential faults, while Razir and Jaz’zirt have changed between clans multiple times, one has to go thousands of years back into records to discover a time when the Eizde didn’t rule over Teht.
The Azarak Kingdom was a key force in the founding of the Traditionalist Coalition, with King Don’zai Azarak acting as one of the Coalition’s key leaders during the Contact War. Following the Fall of Darakath and the end of the war, the Azarak clan were destroyed utterly by the Izweski - the Hegemony refused to accept the possibility of any restoration movements rising to challenge their power in the years to come. Signs of this sentiment are watched for heavily, and possessing the banners or symbols of the old kingdom is a crime that can be punished severely - though in many regions, this law is not well-enforced. Now, three clans hold power in the region - though this may be more of a curse than a blessing, as the woes of the Broken Coalition grow worse by the day - and should it finally collapse, the blame will fall squarely on its new rulers. These clans are the Zirak, the Gwarlza, and the Yu’zrai, each ruling one of the three cities of the region. They are all relative newcomers to their positions, each having been installed by the Izweski following the Contact War. Historically, all three have been relatively minor noble clans - vassals of the Azarak in the years before the Contact War, suddenly thrust into power as their superiors were put to the sword by the victorious Izweski. Perhaps the most precariously positioned of these three clans is the Zirak, with their city of Sahltyr under constant threat from the ever-approaching Wasteland. While the high mountains and defense systems of the Azarak heartland protected them from nuclear devastation, the region around Lake Sahl is cut off, surrounded by harsh wastes. Supply lines run through the desert towards Darakath, and are brought in by shuttle from less devastated regions, but the large presence of Gawgaryn raiders in the Wasteland around Sahltyr makes bringing supplies in difficult, especially as the local nobility’s levies are stretched increasingly thin protecting their own lands from banditry. Lake Sahl provides most of the food for the city - however, radioactive fallout from the Contact War still contaminates the lake, having killed large portions of the fish population, and leading to harsh rationing in order to feed the city - especially in recent years as famine grips the wider Hegemony. Its position in the Wasteland has also made the city and its supply routes a prime target for Gawgaryn raids, with local levies stretched thin to protect what little habitable land the city has left. Lord Zirak has, in recent years, been heavily pushing Izweski modernisation on his city, in the hopes of revitalising it. The traditional nobility of the city are far from happy about this, however - with many of them still viewing him as little better than a jumped-up traitor and a puppet for Izweski rule.  


== Culture ==
In frozen Janvir, far to the south, the Yu’zrai clan fares somewhat better - Lord Yu’zrai’s generosity has won many of his vassals to his side, despite his having been installed by the Izweski. His clan was a wealthy one prior to the Contact War, and much of that wealth has been spent on buying the loyalty of those under him - a tactic which seems to have largely been successful in stabilising his position.The remote city in the freezing mountains was spared nuclear devastation, and its surrender during the Izweski conquest of the region meant that most of its infrastructure was left intact. While the general state of the region has certainly brought hardship to the locals, most of the land around the city was left untouched, and Lake Z’aith remains uncontaminated by radiation, allowing Janvir to continue to feed itself. As famine grips the rest of the Hegemony, the remote nature of the city and difficulties in extracting food from the region have been a surprising boon to the residents of Janvir, as they have not been expected to provide much to alleviate famine in the wider Hegemony.
''To the workers, all the world!''


-Popular slogan of the Hearts of Industry
The heart of the Broken Coalition, however, lies with the Gwarlza clan, and their seat in the city of Darakath. The capital of the Azarak Kingdom, the fall of Darakath marked the end of the Contact War, and the victory of the Izweski Hegemony. The city was once known for its vast and ornate architecture - much of which still lies in ruins, as the city was sacked by the victorious armies of the Izweski. The city’s population has been decimated by war, famine, and citizens simply fleeing for a better lot elsewhere - it held two million Sinta prior to the Contact War, and now has barely a hundred and fifty thousand inhabitants. Much of the city lies unoccupied, and still ruined from Izweski bombing. The Izweski-installed ruler, Lord Razkara Gwarlza, has grand plans, however - intent on restoring the former glory of the city. While the other cities of the Broken Coalition largely closed their doors to refugees of the Wasteland, Gwarlza has welcomed them to reinforce the city’s dwindling labour force, allowed heavy Hephaestus investment in his city, and has even been in talks with representatives of the K’lax about hiring their Workers to supplement the rebuilding of the city - a proposal which, if it succeeds, will make many of the Traditionalist nobles furious with him. Gwarlza seems to pay this little mind - he is determined to drag his city kicking and screaming into the 26th century.
[[File:Southlandsriver.jpg|thumb|The rivers of the Southlands lie at the heart of the region's culture]]
When one thinks of the culture of the Southlands, the first word to come to mind is cosmopolitan. Sinta from hundreds of clans and dozens of regions have found their way there, and prior to the Contact War the cities’ trade routes along the Moghresian Sea led to a blend of many faiths, cultures and ways of life.. One can walk into Teht and find clans with traditions that come from all across Moghes, and now with the Industrialization of the region, from across the Spur, as Unathi workers from abroad return under the banner of Hephaestus Industries. This history has likely contributed to the religious diversity of the region, with the Southlands being one of the few regions to be fairly balanced between Th’akh and Sk’akh.


As these wildly diverse cultures melt together and retain only certain aspects of their originality, that which is not retained is transformed, birthing a somewhat congruous culture that is found across the Southlands. While individual clans or ethnicities may retain parts of their original traditions and cultures, eventually all will be partially assimilated into the Southlands. As a result of this, one of the founding principles of the Southland’s “culture” is acceptance, which is a large contributor to the amount of refugees in the region, especially followers of the firebrand prophet Judiza Si’akh. While the Aut’akh faith is still outlawed following Hegemonic decree, there are several undercity communes in the region, and Sinta with prosthetics, while still unusual to see, are treated with more open-mindedness than in most other regions of the Hegemony. This open-mindedness only goes so far however, and those outside the norm for Unathi still face discrimination, instead of the open persecution faced in other areas. Centuries of travellers and merchants from every corner of Moghes has led to a culture that can be best described as a bizarre hybrid of everywhere and anywhere, which over the centuries has grown into its own unique nature.,It has a strong focus on the rivers and the sea, the historic lifeblood of the region. The local Sk’akh population tend to lend greater reverence to the Aspect of the Fisher, and the zo’zyola venerated by the Th’akh population tend to be spirits of the waters. Further inland, one would see more of a focus on spirits of the land and farming - but the lifeblood of all the Southlands ultimately flows from the Moghresian Sea, as it fuels prosperity and innovation, the cornerstones of the Southlands culture. Sinta from the region are known for their tendency to take a fresher eye to situations, critically thinking about the way things are done, and looking for possible improvements. All value their traditions and way of doing things, but do not venerate it to the extent that they are unchanging..


For those born outside the Southlands, they are mostly associated with their ancient history of traders and sailors spanning the Moghresian Sea, which has led to a reputation of the Southlands as being home to cunning merchants, that some Sinta distrust.Beyond their skill as merchant’s and Traders, the Southlands are famous for their ancient literary tradition, dating back to the days of the First Hegemony. It is believed this tradition started around the time Unathi developed sailing, and began to trade around the Sea. Scholars theorize that due to the large through-put of people in the Southland’s Urban Centers, that the very first travellers would swap stories, information, and myths gathered from different lands, which were able to be recorded by scholars. The Grand Library of Teht holds some of the few records dating back to ancient Sinta history, and was an invaluable resource in reconstructing those many records lost in the Contact War. Even prior to industrialisation and the printing press, the Southlands had one of the highest literacy rates on Moghes - a tradition which lives on to the modern day, albeit transformed somewhat. In the waterfront bars, xuizi houses and smoking dens of the cities, young Sinta poets, artists and would-be scholars share their work - and, according to some, spread alien degeneracy among the proud Sinta people. However, the impact of this tradition on the locals is unmistakable, with Lord Eizde being noted for his contributions to scholarship across Moghes, and the poetry of Overlord Miazso having, according to the stories, swayed a Traditionalist Lord to the Hegemony’s cause.
Most of the steppes were rendered uninhabitable by the Contact War. The few surviving regions are the cities that were protected from atomic strikes, strategically located near the region’s lakes. Fishing from the lakes of this region is the main food source of the Broken Coalition - however with radioactive fallout and recent famine, this is becoming increasingly harder to sustain. The region is perched on a precipice, and the coming years will determine whether the Broken Coalition will mend itself, or shatter entirely.  


The strong industrial base of the Southlands has been a defining aspect of the region’s culture, especially with the expansion of Hephaestus Industries into the Hegemony following first contact. Newly organised factory workers, the ancient guilds, and the newcomer human megacorporations are locked in a vicious struggle - one which will end with the victor in a position of unparalleled influence over the Southlands.
== Culture == 
“We can forgive if we can forget. We cannot forget.”
-Old Vharzk Steppes proverb


Jaz’zirt has long been the industrial powerhouse of the Southlands, with many guilds having their manufacturing base there. In recent years, the new organisation known as the Hearts of Industry has risen to prominence, seeking to push labour reforms in the factories of Moghes. This has caused no small measure of discord, as workers attempting industrial action during the ongoing scarcity have been cracked down on viciously by Overlord Miazso, as their work is deemed too critical to be held up by strikes or agitations. Nonetheless, the Hearts of Industry and their pressure for better working conditions are proving to be quite a powerful thorn in the side of the local nobility. In Jaz’zirt, the Hearts of Industry are a growing force - and aggressive crackdowns from Overlord Miazso’s Master of Rivers have led many of them to advocate for a more sudden and violent method of change. While this is still an uncommon sentiment, it is one that is growing in recent years, as famine, instability and religious tension grip the once-peaceful Southlands - with every passing day, both the workers in their factories and the poets in their bars are increasingly speaking more and more of the same topic - revolution.
Prior to the Contact War, the culture of the Vharzk Steppes was a proud one. Large herds of threshbeasts and warmounts roamed the steppes, and the Sinta of the region were known for their skill as cavalry. While some of these beasts survive in the Wasteland, the vast majority of the great herds of the Vharzk Steppes have been wiped out, with what remains often being used as beasts of burden or of war by Gawgaryn raiders and other Wastelanders.  


Hephaestus Industries has heavy investment in the Southlands, and with the Hearts proving increasingly problematic to the local nobility, more and more factories in the regions are being sold off to the alien megacorporation. While few of the other guilds are happy about this, the megacorporation’s investment has helped to keep the region stable, and provide employment for the flood of refugees from the Wasteland. The Hearts of Industry are divided on the matter of Hephaestus' presence - while they tend to offer better benefits for workers than the factories that they are used to, their aggressive stance on worker organisation runs antithetical to the Hearts’ entire purpose.  
The Sinta of the Vharzk Steppes were, by and large, known as fierce and honorable warriors - fast friends and ferocious enemies. It was said that one could steal a fish from a Vharzk Sinta, and three generations later his grandson would track yours down, face him in a duel, and take the fish back. Jokes about Vharzk Sinta and their grudges were commonplace, though these have fallen out of fashion in the years following the Contact War. These traditions have continued on, as Sinta from the region are also known for their adherence to tradition - while all Sinta have a great degree of reverence for their ancestors, the Vharzk take it a step further, believing that the spirits of their greatest ancestors are anchored to the world by their descendants’ veneration, and that it is their solemn duty to uphold and honour their memories. As such, they are an extremely traditional people, and highly resistant to change viewed as unnecessary. Given their history with the Traditionalist Coalition, the locals are highly suspicious of alien presence, and few non-Unathi can be found anywhere in the region.  


The Hearts are not Hephaestus’s only rivals in the region, however. While many of the major Hegemonic guilds have some presence there, the Fishing League and Junzi Electric both have extensive holdings, and have often clashed with Hephaestus as the human megacorporation expands aggressively.The Fishing League has a long history in the Southlands, with the ancient guild having been founded on the docks of Teht. The guild has always enjoyed a privileged position in Teht, with the brother of Lord Eizde currently acting as guildmaster. During the ongoing famine, and with most of the region’s farmland having been destroyed in the Contact War, the Fishing League has been a key factor in avoiding mass starvation in the city. Further along the coast, Junzi Electric has historically held great influence - their fission power plant near the irradiated ruins of Oket being the source of power for much of the Southlands - though its age and instability is cause for concern among many. Overlord Miazso recently signed a contract with Hephaestus Industries for the establishment of a newer fusion plant in his own territory - a deal which has caused great anger from Junzi. The plant is set to finish construction in 2466.  
Due to this culture and history, resentment of the Hegemony is common in the Broken Coalition. While the Azarak Kingdom is dead, with its ruling clan extinguished, most of the locals would still think of themselves as citizens of the Kingdom, rather than the Hegemony - and would view the Izweski as foreign occupiers. While most begrudgingly accept the Hegemony’s rule, it is generally viewed as a temporary situation, to be overcome with time. Banners of the fallen kingdom are often hung in secret, and when the return of the old ways is discussed, it is always ‘when’, never ‘if’. A popular legend among the locals is the idea of the last Azarak - that Queen Wei’za Azarak had laid an egg prior to the fall of the city, which was smuggled into the Wasteland by Kingdom soldiers. While this tale is an unlikely one, it does demonstrate to the Hegemony a disturbing truth. Should a remnant of the Azarak arise, or a charismatic enough leader claiming to be one, it is highly likely that much of the region would rise in rebellion behind them - even if doing so against the might of the Izweski would surely bring their doom. In spite of the overwhelming might of the Hegemony, some rebel groups persist in the region, even decades after the end of the Contact War. Hiding in the mountains and the Wasteland, these holdout loyalists of the Azarak Kingdom and the Traditionalist Coalition continue to fight, launching attacks on the Hegemonic presence in the region. The Izweski-appointed lords of the Broken Coalition have tried for years, with little success, to root out these holdouts - likely due to the material support of the general population. While the Hegemony considers them criminals and bandits, little better than the Gawgaryn of the Wasteland, the whispers on the street tell a different story - of the heroes of the Last Retinue, who refuse to bend or break before the tyrant Not’zar.  


The conflict between the ancient guilds, the new and revolutionary Hearts of Industry, and Hephaestus Industries grips the Southlands, with Overlord Miazso struggling to maintain control. While for now, the situation has largely steered clear of outright bloodshed, many of the region’s nobility are questioning how long they will be able to keep it that way.  
The larger guilds of the Hegemony have little presence in the region, with most of the region’s industry being overseen by smaller, regional guilds, struggling to deal with their lack of manpower and resources. While some guilds have tried to expand into the region, few of the locals have any desire to work with Hegemonic guilds, choosing instead to cling to their pride in their own guilds. However, there has been some expansion into the region from Izweski guilds - largely in Sahltyr, as Lord Zirak is desperate to modernise his lands. The Merchants’ Guild, Junzi Electric and the Construction Coalition have all expanded into the city, and worked on aggressive takeovers of local guilds, introducing the benefits of modern Izweski life to the city. This has led to Zirak being somewhat popular among the peasantry, who cannot deny the benefits that the Hegemonic guilds have brought to them - however, many of the old guildmasters and nobility are furious with him over it - and should they rise against him, he lacks the military power to quell a rebellion alone..  


== Faith ==
In the region surrounding Darakath, however, Lord Gwarlza has made a highly controversial choice - inviting Hephaestus Industries with open arms, and seizing the assets of several local guilds to sell them off to the megacorporation. This investment has led to rapid success in reconstruction of the city, though the local nobility has been furious with this decision, with a large bounty currently standing on Gwarlza’s head with the assassins of the Shadow Service. However, he has managed to avoid assassination so far, and the wealth brought by Hephaestus may fulfil his dream of restoring Darakath - even if some believe that to do so is to sell the city’s soul piece by piece. It is a common rumour that the Darakath nobility plot rebellion - however, Gwarlza has greatly expanded his personal military force in recent years. The wealth brought to his clan by sales of guild assets to Hephaestus has let him hire mercenaries to augment his personal levies, and he has offered pardons to criminals, Wasteland raiders, and even some Guwan in exchange for their service. This has led to his forces having a not entirely undeserved reputation as dishonourable thugs, often shaking down local businesses for their own profit. Nonetheless, they are effective fighters, and have insured Gwarlza against his nobles rising against him.  
''“Salira, great inspiration, ever friend to the work of my claws, smile upon me now. Let this work be done in your honour, and may this offering please you.”''


-A common Th’akh prayer in the Southlands, traditionally recited by artists struggling with a particularly challenging work.  
== Faith ==
“Ashen King, valiant ruler in death as in life. Grant me vengeance, grant me fury, grant me flame.”
-A prayer, offered in secrecy to King Don’zai Arazak’s spirit.  


The region has historically been split between Th’akh and Sk’akh, with most of the rural clans tending to be Th’akh, and a greater concentration of Sk’akh merchants, scholars and nobles in the cities. However, a new faith has rapidly taken root in the Southlands - Si’akh. Both in refugees from the Wasteland and local converts, the Southlands now holds one of the largest Si’akh populations on Moghes, a fact which neither Sk’akh priests or Th’akh shamans are happy about.  
The Broken Coalition is majority Th’akh. Sk’akh is viewed as the faith of the honorless Izweski occupiers, and its priests are unwelcome in their efforts to convert the people of the region, with some travelling priests in rural regions of the Coalition never having returned - allegedly, due to Gawgaryn incursions. Even among the Izweski-installed nobility, conversions are few and far between.


The variety of Th’akh largely practised in the Southlands focuses on the Zyola of the four forces - growth, decay, energy and time, with a tendency towards spirits of growth and decay. The pantheon of spirits generally venerated in the rural Southlands are known as the River Court.  
The radical followers of Judiza Si’akh have found equally little welcome in the Broken Coalition, with those few who come to the region being met with death or imprisonment. This is largely due to its status as a splinter faith of Sk’akh, as well as its beliefs on the Contact War - as the heartland of the former Traditionalist Coalition, the locals of the region take the idea that nuclear war was some form of divine judgement very poorly.  


'''The River Court:'''
If there is one thing that the Broken Coalition and the Hegemony can agree upon, however, it is the danger of the Aut’akh faith. Followers of this faith often face mob justice before local law enforcement can even get to them, and several Sinta who have chosen to replace missing limbs with cybernetic replacements have been caught up in this, and found the wrath of their neighbours turned upon them. As such, there is only one undercity commune in the region, located beneath Sahltyr - and its primary function is to help Aut’akh in the region escape to the wider Hegemony, or offworld entirely. Life in the Sahltyr Commune is fraught with danger, with Lord Zirak’s forces frequently sweeping below the city in the hopes of eradicating the Aut’akh threat once and for all.


Zrisre, Mother of Life - a Zyola of growth, and one of the primary spirit-gods of the River Court. Zrisre is generally portrayed as an elder, maternal Sinta. She is believed to dwell within the river deltas of the Southlands, and is often venerated by farmers and fishers, in the hope of ensuring bountiful and productive growth. She is very proud, and demands respect from those who would have her blessings, but is said to be a fierce protector of all that show her said respect. Marriages are often conducted by her shamans, and couples seeking to have children often make lavish offerings to her.
The local variety of Th’akh leans even more into the veneration of ancestors than most. The Sinta of the Broken Coalition believe that the spirits of their greatest ancestors are anchored to the world by their descendants’ veneration and remembrance. Often, young Sinta will choose one of their ancestors as a ‘patron’ of sorts, and seek to honour them through recreation of their deeds. With the aid of shamans, they will seek to commune with the spirit of their patron ancestor for guidance.  


Okaris, Father of Storms - a Zyola associated with energy, and generally worshipped closer to the coast, Okaris is a rash and angry god, known to send ships to the depths in one of his many rages - believed to be brought on when Zrisre is upset with him. However, Okaris has a great love for life, and his rituals reflect that. Merriment, celebration and offerings of strong xuizi are common from sailors along the southern coast, to keep the Father of Storms happy. He is generally portrayed as a bare-chested and muscular Sinta, often depicted with a mug of xuizi in one hand.
Due to the nature of Vharzk Th’akh, the specific spirits venerated are different for each clan. However, there are few who have known such honour in life that they transcend the bounds of clan, and are venerated by many Sinta across the region. These Sinta are known as the Most Honoured, and shrines to them can often be found scattered across the Broken Coalition, whether in the clutter of the cities or standing alone in the sands of the Wasteland.  


Vharazki, the Old Man of the River - a Zyola associated primarily with time, Vharazki is the spirit-god reflecting the cycle of the natural world. He is said to often lock horns with Zrisre about whose domain the rivers are - and while it is the Mother of Life they give thanks to for the harvest, it is the Old Man to whom offerings are made in seasons of flood or drought. He is a calm and patient spirit, and offerings made to him are usually practical and large, for it takes a great payment indeed to alter a cycle as inexorable as that he represents. He is depicted as an aged Sinta in ragged robes, with long and seemingly endlessly spiralling horns.
=== The Most Honored ===


Illisk, the Harvester - a Zyola associated with decay, Illisk is representative of the ending of cycles - they are the Zyola of Travakh, the harvest, and death. They are said to be present besides all Sinta from the day they are hatched, until the day they inevitably die, and to walk beside their spirits on the path to the next life. Offerings are made to them rarely - one does not wish to draw the Harvester’s attention too soon. The only time their name is invoked is at the funerals of the dead and during the season of harvesting. They are depicted as an androgynous Sinta clad in white, bearing a fishing spear.
Don’zai Azarak, the Ashen King - A controversial choice for an honoured ancestor, and one that is not claimed openly. Veneration of King Don’zai is prohibited under the law, but that has not stopped many locals from seeking to uphold his spirit anyway, with shrines to the fallen king being hidden all across the region. The Ashen King is known as a spirit of ash, fire and brutal vengeance. Those who claim him as their patron often will engage in acts of guerilla warfare against the local Izweski, despite the numerous violations of a warrior’s honour this involves, claiming that the Izweski have no honour, and can expect none in return. It is common for a dying Sinta who feels some great need for revenge to call upon the Ashen King to strike down their enemies, or to pray for him to bring an end to the Izweski in fire and blood.


Salira, the Muse - a Zyola associated primarily with growth and energy, Salira is a spirit-god reflecting the literary and artistic traditions of the Southlands. She is the patron spirit of artists, writers and lunatics, and her name is often invoked as a blessing or curse by those struggling with their masterpiece. She is known as a fickle spirit, bestowing and taking back her blessings seemingly at random, and the slang term “chasing Salira’s tail” is used to refer to one pursuing a clearly reckless and unwise course of action. She is depicted as a young and azure-scaled Sinta woman, often clad in the attire of a scholar.
Hareshksh Iiziu, the Savior - a common choice for healers, Harshksh Iiziu was once the chief physician to an Azarak King in the days of the Second Hegemony. When a deadly plague struck the kingdom in the human year 1946, it was Iiziu who led the team of scientists that ultimately created and distributed the vaccine, and was honoured greatly for it. After her death, she was claimed as a patron by many young women seeking to follow her path, and eventually named to the ranks of the Most Honoured. Shrines to her are often found in clinics, hospitals and laboratories. She is often prayed to by healers, as well as the sick, injured and dying.  


Gharr, the Hoarder - a Zyola associated primarily with growth, Gharr is known as a spirit-god of greed and wealth. While the tales of him generally follow the pattern of his greed causing him to lose more than he had to begin with, many merchants often speak prayers to him going about their business. He is known for his miserliness, but it is said that if offerings - traditionally of gold - are made to him, that he will bless one with a fraction of his own vast hoard. He is often depicted as a rotund, black-scaled Sinta, dressed in elaborate noble’s clothing covered with gold and jewels.


Due to the centralised nature of the Sk’akh Church, the regional divergence of the faith is minimal, and the doctrines are largely the same in the Southlands as they are anywhere else. However, the priests of the region are part of its culture too, and the Southlands’ culture of acceptance has flowed to them as well. Lively theological debates between priests and shamans can be witnessed in the streets of all the Southlands’ cities, with small crowds often gathering to watch. Priests of the Aspect are common in the Southlands, usually venerating the Aspect of the Fisher - and many fishers and sailors along the Southlands’ coast consider it ill fortune to leave the shore without a Priest of the Fisher aboard. While the priests of the Southlands Sk’akh Church tend to be accepting, the Contact War and the rise of Si’akh has strained this greatly, as refugees following the words of the Prophet of Flame have flooded the region. Overlord Miazso’s archpriest has not yet made any outright moves against the Si’akh faithful of the region, though he has denounced their heresy in accordance with Church doctrine. However, as the teachings of Judizah Si’akh spread further and further throughout the Southlands, the demands from Sk’akh faithful to do something about these vile heretics grow louder by the day.
Kolere Koss, the Tamer of Storms - a common choice for engineers, Kolere Koss lived during the early 1900s. While the Azarak never bent their knees to the Sarakus Hegemony, and thus never benefited from their Great Endeavor, Kolere Koss was, according to some records, a humble fisher who taught themself to read and write, and became a great engineer, developing power stations and spearheading the industrialisation of the region, leading an effort which gave the entire Azarak Kingdom access to widespread electricity. Often they are prayed to by engineers, as well as scientists and any with the ambition to innovate, and to reshape the world in their own image


Whether Sk’akh or Th’akh, the rivers are a core part of life in the Southlands. Eggs are traditionally kept close to the nearest river while growing, and traditional funerals among the locals tend to involve the rivers as well - whether simply burying a body near the river, burning it on a raft, or just letting them feed the fish. The traditional rite of adulthood in the Southlands is a baptism-like ceremony - an ancient ritual that predates the Sk’akh Church, and has been long adopted from the Th’akh shamans by the local priesthood. The young Sinta is sent on a raft downriver, with enough supplies for a few days. They are supposed to spend this time in quiet contemplation and reflection of their clan and their place within it, before returning when they feel they have gained sufficient understanding. For most, this lasts a little under a week - however some truly dedicated wanderers do not return for months on end.  
Hskoru Errusir, the Watcher at the Gates - often worshipped by guardsmen and soldiers, Errusir was a humble guardsman of Darakath, in the ancient days before the First Hegemony. According to legend, he took his duty with the utmost of conviction, and always kept an eye on the city gates, even when his fellow guards would rather be drinking, gambling and chasing after women. This ultimately concluded with him alone at the gates one night, being the only one to spot an approaching enemy army, though versions of the story differ on who the invaders were. Thanks to his quick rallying of the city’s levies, the warriors of Darakath were able to drive back the attacking force, though Errusir was slain in the battle. According to some versions of the myth, he now guards the gate between the mortal world and the spirit world, preventing evil spirits from escaping to wreak havoc, and ensuring that the living cannot cross to the realm of spirits before their time.  


While not outlawed, the lords, priests and shamans of the region can all agree on the danger posed by the radical preachings of Judiza Si’akh, and efforts have been made to suppress the growth of this new religion - to little effect, as it seems to be catching like wildfire in the slums of the cities and the refugee communities. To those dedicated faithful, the efforts of the powers that be to suppress Si’akh is more proof of their righteousness, and of the wickedness and rot that lies within the Untouched Lands. While the religious tensions of the Southlands have not yet erupted into open violence, many fear that one of the last bastions of pre-Contact Moghes may find itself torn apart in holy war.  
Zioszza Azarak, the Weaver - often worshipped by noblewomen, the Queen Zioszza Azarak came to power young, with the assassination of her father in 1692. Among a greedy, vicious and corrupt court, she was able to secure her own power and ensure her enemies were weakened by turning them against one another, culminating in a shadow war that left the court purged of its rot, and saw her father’s killers named Guwandi or executed. Following this, she spearheaded efforts to restore the Azarak Kingdom to power in the region, expanding its borders greatly and, with the growth of the guilds, seeing its economy prosper. She is often venerated by noblewomen primarily - but any who wish to triumph over overwhelming odds, or to see their schemes take fruit, often chose the Weaver as their patron.


== Holidays ==
Ukheos Arzaoza, the Guwan Repentant - Ukheos Arzaoza, once Ukheos Guwan, was a wicked smuggler of ancient days, before the rise of the First Hegemony. According to the legend of their life, after years of theft, smuggling and vice, war came to the Vharzk Steppes, and Sahltyr was placed under siege by the enemy force. Using their knowledge as a smuggler, they organised efforts to bring food in from outlying villages, sneaking it into the city to the defenders. This allowed the siege to continue, until reinforcements could approach - however, the Repentant would not live to see it, as the enemy force captured them on their way into the city. While their fellow smugglers ran, the Guwan collapsed their tunnel behind them, preventing Sahltyr’s fall at the cost of their own life. They were captured by the enemy forces and beheaded before the city walls. Their actions, however, saved the city, with reinforcements from allied clans arriving to break the siege. Following the battle, the ruling Lord Arzaoza pardoned the fallen Guwan, and adopted them into his own clan. Eventually, they came to be known as one of the Most Honoured. In the modern age, they are worshipped often by the guilty, or those who seek to change and regain their honour. Guwan who seek to repent for their crimes will often build shrines to the Repentant.
 
There are untold hundreds of other patron ancestors. The common rite of adulthood in the Broken Coalition involves two weeks of seclusion and fasting, consuming potent hallucinogenic herbs in an attempt to speak with the spirits of one’s ancestors, and learn which has blessed them in their life. A Sinta is only truly considered an adult in the Broken Coalition when an ancestor is believed to have claimed them.


Illiskhai - the only real large ceremony associated with the Harvester, in many rural clans the harvest is a time for boisterous celebration before Travakh begins. Many smaller rural communities will often gather together for a large celebration of the year’s work, before returning to their own homes. Traditionally, Illisk’s festival is a time for recuperation after the labour of the harvest, and the festivals often draw in merchants from the larger towns and cities. For many rural Sinta, Illiskhai is the largest event of the year - a meeting of clans from across a region, and a chance to relax, before life’s rigors begin again.


First Light - a ceremony traditionally associated with Zrisre, held at the beginning of Kasavakh. In contrast to Illiskhai being a boisterous affair, First Light is a quiet period of thanks and reflection, where offerings are made to the Mother of Life, in the hopes that the coming season will be bountiful and prosperous. Many couples seeking children will often make large offerings to Zrisre during this time.
== Holidays ==


Fishers’ Day - a Sk’akh ceremony largely unique to the Southlands branch of the Church, held at the peak of Versakh, when the heat is at its height. Fishers’ Day is considered a day of joy and veneration of this aspect of the Great Spirit. Traditionally, workers take the day off and spend Fishers’ Day with friends and loved ones, often indulging in food and drink - in many ways, it is a celebration of the joys of life
Holidays vary immensely between clans, often focused on specific deeds of their honoured ancestors. However, some are unifying factors of the region.  


The Bards' Festival - a holiday with its origins in the Southlands, the Bards' Festival is traditionally marked by public theatre performances, and grand displays of art. In Razir, this is often marked by painters creating enormous works on the sides of buildings, whereas in Jaz'zirt it is more focused on theatre, and in Teht the widest appeal of the Bards' Festival usually comes in the oldest and most traditional form - song and poetry.
Day of Loss - This holiday is the anniversary of the Fall of Darakath, and the end of the Contact War. For the Sinta of the Broken Coalition, this is a day of regret, sorrow, and vengeance sworn in secret. In stubborn defiance of the ban on Azarak banners or symbols, the locals will often fly plain red banners or wear armbands, in honour of the blood spilled during the final battle and sacking of the city.  


== The River Nomads ==
Iziushai (Savior’s Day) - This day honours the end to the plague cured by Hareshksh Iziu, when the vaccine that she developed was first distributed across the Azarak Kingdom. It is generally a lively day, in celebration of the work of healers. Feasting is common, as well as donations traditionally being made to local clinics and hospitals.


An old way of life, there are several nomadic communities in the Southlands, usually travelling up and down the rivers towards the Moghresian Sea via large flotillas. The River Nomads of the Southlands are an insular community, largely keeping to themselves - though often making their way as traders from the larger city-states down into the more rural regions of the plains and back. The river nomads are traditionally, but not exclusively Th’akh, which largely varies clan to clan, with some having embraced the Sk’akh faith generations back.  
Arzaoza’s Festival - This day honours the life of Ukheos Arzaoza - a reminder that even the lowliest can redeem themselves, and find honour. Traditionally, it is a time of great excess, lasting from dawn to midnight. Masks are donned by all, so that none can tell if they speak to one of the least or mightiest Sinta (though one can generally still identify a noble from a peasant based on the quality of their mask), and there are frequent stories of nobles engaging in debauchery beneath their masks. It is a day when many expectations are let go, and Sinta are freed to act as they please, where the choice of honour is theirs and theirs alone.  


The river nomad clans are known for their colourfully painted boats and fashion of dress - for many of the outlying rural regions, the brightly-coloured barges coming down the river are the only source of news from the cities, as well as goods that might otherwise take long journeying by overland merchants or clans.  
== Ashen Vengeanc e==
While the Izweski-appointed rulers of the region are oft-despised by those they rule over, few have the courage to challenge them openly, with assassins and knives in the dark being the common method of attempting to bring down the Broken Coalition’s new rulers. However, there is an exception to this rule in Darakath - where murder stalks the streets, hunting those who serve the Hegemony.  


The role of the nomad clans in the regional balance of power is a key one - even during times of strife or war, their work has ensured that trade runs smoothly between outlying regions and the cities. While the advent of mass communication pre-Contact did put something of a thorn in their side, they still carry on with their traditional way of life, even in the face of rising tensions in the region.
The assassin’s name, clan, or gender are all unknown. They are often seen wearing a mask of the type worn during Arzaoza’s Festival - simple and white, painted with ash, leading to the name given to them by the public - the Grey Spirit. In recent years, they have killed many officers in Lord Gwarlza’s personal forces, as well as Hephaestus officials and nobles who have cooperated with the Hegemony’s puppet government.
Theories abound in the local news regarding them - some believe they are the last scion of the Azarath, having escaped the Hegemony’s claws and fighting to restore their lost kingdom. Still others believe they are the vengeful spirit of King Don’zai himself, having returned to the world to bring justice to his killers. A third, more fringe theory is that the Grey Spirit is barely Sinta at all - that they are an Aut’akh assassin, enhanced with foul cybernetics and dark spirits’ power, seeking to bring the region to ruin. Regardless, the city watch has had little luck in catching them - with the official explanation being that they have collaborators among the city’s peasantry, or some secret passages beneath the city. The popular whisper, however, is that they are a spirit in truth - capable of disappearing from before Sinta eyes, and walking through walls as if they were not even there.  


However, expanded Hephaestus industrial operations have led to heavy pollution in the rivers of the Southlands, rendering the traditional nomad way of life harder and harder to sustain, with more and more of the new generation of nomads moving to find work in the cities of the region.
Lord Gwarlza has offered a bounty of three hundred thousand credits, a king’s ransom in the impoverished Broken Coalition, for information leading to the death or arrest of the Grey Spirit. However, if anyone in Darakath knows the Spirit’s true nature or identity, they are not talking. As the murders continue, the question remains - who is this masked killer, and what do they want for Darakath?

Revision as of 02:21, 2 May 2023

“You have made a ruin, and you call it peace, Izweski. May the spirits of my ancestors show you the same honour that you have shown us.” -Last words of General Mizak Azarak, commander of the Kingdom’s forces during the Contact War.

The Broken Coalition is located in the southeastern regions of Moghes, clinging to the southern borders of the Wasteland. Prior to the Contact War, this region was the heartland of the Traditionalist Coalition’s most influential kingdom - the Azarak Kingdom, main rivals of the Izweski in the years prior to the War. Once known as the Vharzk Steppes, the region was home to sprawling grasslands and scattered forests - all lost to the Wasteland. Now, the few remaining cities of the Broken Coalition cling to the borders of the Wasteland, struggling still to rebuild from the ashes of the Contact War.

The Azarak Kingdom was a key force in the founding of the Traditionalist Coalition, with King Don’zai Azarak acting as one of the Coalition’s key leaders during the Contact War. Following the Fall of Darakath and the end of the war, the Azarak clan were destroyed utterly by the Izweski - the Hegemony refused to accept the possibility of any restoration movements rising to challenge their power in the years to come. Signs of this sentiment are watched for heavily, and possessing the banners or symbols of the old kingdom is a crime that can be punished severely - though in many regions, this law is not well-enforced. Now, three clans hold power in the region - though this may be more of a curse than a blessing, as the woes of the Broken Coalition grow worse by the day - and should it finally collapse, the blame will fall squarely on its new rulers. These clans are the Zirak, the Gwarlza, and the Yu’zrai, each ruling one of the three cities of the region. They are all relative newcomers to their positions, each having been installed by the Izweski following the Contact War. Historically, all three have been relatively minor noble clans - vassals of the Azarak in the years before the Contact War, suddenly thrust into power as their superiors were put to the sword by the victorious Izweski. Perhaps the most precariously positioned of these three clans is the Zirak, with their city of Sahltyr under constant threat from the ever-approaching Wasteland. While the high mountains and defense systems of the Azarak heartland protected them from nuclear devastation, the region around Lake Sahl is cut off, surrounded by harsh wastes. Supply lines run through the desert towards Darakath, and are brought in by shuttle from less devastated regions, but the large presence of Gawgaryn raiders in the Wasteland around Sahltyr makes bringing supplies in difficult, especially as the local nobility’s levies are stretched increasingly thin protecting their own lands from banditry. Lake Sahl provides most of the food for the city - however, radioactive fallout from the Contact War still contaminates the lake, having killed large portions of the fish population, and leading to harsh rationing in order to feed the city - especially in recent years as famine grips the wider Hegemony. Its position in the Wasteland has also made the city and its supply routes a prime target for Gawgaryn raids, with local levies stretched thin to protect what little habitable land the city has left. Lord Zirak has, in recent years, been heavily pushing Izweski modernisation on his city, in the hopes of revitalising it. The traditional nobility of the city are far from happy about this, however - with many of them still viewing him as little better than a jumped-up traitor and a puppet for Izweski rule.

In frozen Janvir, far to the south, the Yu’zrai clan fares somewhat better - Lord Yu’zrai’s generosity has won many of his vassals to his side, despite his having been installed by the Izweski. His clan was a wealthy one prior to the Contact War, and much of that wealth has been spent on buying the loyalty of those under him - a tactic which seems to have largely been successful in stabilising his position.The remote city in the freezing mountains was spared nuclear devastation, and its surrender during the Izweski conquest of the region meant that most of its infrastructure was left intact. While the general state of the region has certainly brought hardship to the locals, most of the land around the city was left untouched, and Lake Z’aith remains uncontaminated by radiation, allowing Janvir to continue to feed itself. As famine grips the rest of the Hegemony, the remote nature of the city and difficulties in extracting food from the region have been a surprising boon to the residents of Janvir, as they have not been expected to provide much to alleviate famine in the wider Hegemony.

The heart of the Broken Coalition, however, lies with the Gwarlza clan, and their seat in the city of Darakath. The capital of the Azarak Kingdom, the fall of Darakath marked the end of the Contact War, and the victory of the Izweski Hegemony. The city was once known for its vast and ornate architecture - much of which still lies in ruins, as the city was sacked by the victorious armies of the Izweski. The city’s population has been decimated by war, famine, and citizens simply fleeing for a better lot elsewhere - it held two million Sinta prior to the Contact War, and now has barely a hundred and fifty thousand inhabitants. Much of the city lies unoccupied, and still ruined from Izweski bombing. The Izweski-installed ruler, Lord Razkara Gwarlza, has grand plans, however - intent on restoring the former glory of the city. While the other cities of the Broken Coalition largely closed their doors to refugees of the Wasteland, Gwarlza has welcomed them to reinforce the city’s dwindling labour force, allowed heavy Hephaestus investment in his city, and has even been in talks with representatives of the K’lax about hiring their Workers to supplement the rebuilding of the city - a proposal which, if it succeeds, will make many of the Traditionalist nobles furious with him. Gwarlza seems to pay this little mind - he is determined to drag his city kicking and screaming into the 26th century.


Most of the steppes were rendered uninhabitable by the Contact War. The few surviving regions are the cities that were protected from atomic strikes, strategically located near the region’s lakes. Fishing from the lakes of this region is the main food source of the Broken Coalition - however with radioactive fallout and recent famine, this is becoming increasingly harder to sustain. The region is perched on a precipice, and the coming years will determine whether the Broken Coalition will mend itself, or shatter entirely.

Culture

“We can forgive if we can forget. We cannot forget.” -Old Vharzk Steppes proverb

Prior to the Contact War, the culture of the Vharzk Steppes was a proud one. Large herds of threshbeasts and warmounts roamed the steppes, and the Sinta of the region were known for their skill as cavalry. While some of these beasts survive in the Wasteland, the vast majority of the great herds of the Vharzk Steppes have been wiped out, with what remains often being used as beasts of burden or of war by Gawgaryn raiders and other Wastelanders.

The Sinta of the Vharzk Steppes were, by and large, known as fierce and honorable warriors - fast friends and ferocious enemies. It was said that one could steal a fish from a Vharzk Sinta, and three generations later his grandson would track yours down, face him in a duel, and take the fish back. Jokes about Vharzk Sinta and their grudges were commonplace, though these have fallen out of fashion in the years following the Contact War. These traditions have continued on, as Sinta from the region are also known for their adherence to tradition - while all Sinta have a great degree of reverence for their ancestors, the Vharzk take it a step further, believing that the spirits of their greatest ancestors are anchored to the world by their descendants’ veneration, and that it is their solemn duty to uphold and honour their memories. As such, they are an extremely traditional people, and highly resistant to change viewed as unnecessary. Given their history with the Traditionalist Coalition, the locals are highly suspicious of alien presence, and few non-Unathi can be found anywhere in the region.

Due to this culture and history, resentment of the Hegemony is common in the Broken Coalition. While the Azarak Kingdom is dead, with its ruling clan extinguished, most of the locals would still think of themselves as citizens of the Kingdom, rather than the Hegemony - and would view the Izweski as foreign occupiers. While most begrudgingly accept the Hegemony’s rule, it is generally viewed as a temporary situation, to be overcome with time. Banners of the fallen kingdom are often hung in secret, and when the return of the old ways is discussed, it is always ‘when’, never ‘if’. A popular legend among the locals is the idea of the last Azarak - that Queen Wei’za Azarak had laid an egg prior to the fall of the city, which was smuggled into the Wasteland by Kingdom soldiers. While this tale is an unlikely one, it does demonstrate to the Hegemony a disturbing truth. Should a remnant of the Azarak arise, or a charismatic enough leader claiming to be one, it is highly likely that much of the region would rise in rebellion behind them - even if doing so against the might of the Izweski would surely bring their doom. In spite of the overwhelming might of the Hegemony, some rebel groups persist in the region, even decades after the end of the Contact War. Hiding in the mountains and the Wasteland, these holdout loyalists of the Azarak Kingdom and the Traditionalist Coalition continue to fight, launching attacks on the Hegemonic presence in the region. The Izweski-appointed lords of the Broken Coalition have tried for years, with little success, to root out these holdouts - likely due to the material support of the general population. While the Hegemony considers them criminals and bandits, little better than the Gawgaryn of the Wasteland, the whispers on the street tell a different story - of the heroes of the Last Retinue, who refuse to bend or break before the tyrant Not’zar.

The larger guilds of the Hegemony have little presence in the region, with most of the region’s industry being overseen by smaller, regional guilds, struggling to deal with their lack of manpower and resources. While some guilds have tried to expand into the region, few of the locals have any desire to work with Hegemonic guilds, choosing instead to cling to their pride in their own guilds. However, there has been some expansion into the region from Izweski guilds - largely in Sahltyr, as Lord Zirak is desperate to modernise his lands. The Merchants’ Guild, Junzi Electric and the Construction Coalition have all expanded into the city, and worked on aggressive takeovers of local guilds, introducing the benefits of modern Izweski life to the city. This has led to Zirak being somewhat popular among the peasantry, who cannot deny the benefits that the Hegemonic guilds have brought to them - however, many of the old guildmasters and nobility are furious with him over it - and should they rise against him, he lacks the military power to quell a rebellion alone..

In the region surrounding Darakath, however, Lord Gwarlza has made a highly controversial choice - inviting Hephaestus Industries with open arms, and seizing the assets of several local guilds to sell them off to the megacorporation. This investment has led to rapid success in reconstruction of the city, though the local nobility has been furious with this decision, with a large bounty currently standing on Gwarlza’s head with the assassins of the Shadow Service. However, he has managed to avoid assassination so far, and the wealth brought by Hephaestus may fulfil his dream of restoring Darakath - even if some believe that to do so is to sell the city’s soul piece by piece. It is a common rumour that the Darakath nobility plot rebellion - however, Gwarlza has greatly expanded his personal military force in recent years. The wealth brought to his clan by sales of guild assets to Hephaestus has let him hire mercenaries to augment his personal levies, and he has offered pardons to criminals, Wasteland raiders, and even some Guwan in exchange for their service. This has led to his forces having a not entirely undeserved reputation as dishonourable thugs, often shaking down local businesses for their own profit. Nonetheless, they are effective fighters, and have insured Gwarlza against his nobles rising against him.

Faith

“Ashen King, valiant ruler in death as in life. Grant me vengeance, grant me fury, grant me flame.” -A prayer, offered in secrecy to King Don’zai Arazak’s spirit.

The Broken Coalition is majority Th’akh. Sk’akh is viewed as the faith of the honorless Izweski occupiers, and its priests are unwelcome in their efforts to convert the people of the region, with some travelling priests in rural regions of the Coalition never having returned - allegedly, due to Gawgaryn incursions. Even among the Izweski-installed nobility, conversions are few and far between.

The radical followers of Judiza Si’akh have found equally little welcome in the Broken Coalition, with those few who come to the region being met with death or imprisonment. This is largely due to its status as a splinter faith of Sk’akh, as well as its beliefs on the Contact War - as the heartland of the former Traditionalist Coalition, the locals of the region take the idea that nuclear war was some form of divine judgement very poorly.

If there is one thing that the Broken Coalition and the Hegemony can agree upon, however, it is the danger of the Aut’akh faith. Followers of this faith often face mob justice before local law enforcement can even get to them, and several Sinta who have chosen to replace missing limbs with cybernetic replacements have been caught up in this, and found the wrath of their neighbours turned upon them. As such, there is only one undercity commune in the region, located beneath Sahltyr - and its primary function is to help Aut’akh in the region escape to the wider Hegemony, or offworld entirely. Life in the Sahltyr Commune is fraught with danger, with Lord Zirak’s forces frequently sweeping below the city in the hopes of eradicating the Aut’akh threat once and for all.

The local variety of Th’akh leans even more into the veneration of ancestors than most. The Sinta of the Broken Coalition believe that the spirits of their greatest ancestors are anchored to the world by their descendants’ veneration and remembrance. Often, young Sinta will choose one of their ancestors as a ‘patron’ of sorts, and seek to honour them through recreation of their deeds. With the aid of shamans, they will seek to commune with the spirit of their patron ancestor for guidance.

Due to the nature of Vharzk Th’akh, the specific spirits venerated are different for each clan. However, there are few who have known such honour in life that they transcend the bounds of clan, and are venerated by many Sinta across the region. These Sinta are known as the Most Honoured, and shrines to them can often be found scattered across the Broken Coalition, whether in the clutter of the cities or standing alone in the sands of the Wasteland.

The Most Honored

Don’zai Azarak, the Ashen King - A controversial choice for an honoured ancestor, and one that is not claimed openly. Veneration of King Don’zai is prohibited under the law, but that has not stopped many locals from seeking to uphold his spirit anyway, with shrines to the fallen king being hidden all across the region. The Ashen King is known as a spirit of ash, fire and brutal vengeance. Those who claim him as their patron often will engage in acts of guerilla warfare against the local Izweski, despite the numerous violations of a warrior’s honour this involves, claiming that the Izweski have no honour, and can expect none in return. It is common for a dying Sinta who feels some great need for revenge to call upon the Ashen King to strike down their enemies, or to pray for him to bring an end to the Izweski in fire and blood.

Hareshksh Iiziu, the Savior - a common choice for healers, Harshksh Iiziu was once the chief physician to an Azarak King in the days of the Second Hegemony. When a deadly plague struck the kingdom in the human year 1946, it was Iiziu who led the team of scientists that ultimately created and distributed the vaccine, and was honoured greatly for it. After her death, she was claimed as a patron by many young women seeking to follow her path, and eventually named to the ranks of the Most Honoured. Shrines to her are often found in clinics, hospitals and laboratories. She is often prayed to by healers, as well as the sick, injured and dying.


Kolere Koss, the Tamer of Storms - a common choice for engineers, Kolere Koss lived during the early 1900s. While the Azarak never bent their knees to the Sarakus Hegemony, and thus never benefited from their Great Endeavor, Kolere Koss was, according to some records, a humble fisher who taught themself to read and write, and became a great engineer, developing power stations and spearheading the industrialisation of the region, leading an effort which gave the entire Azarak Kingdom access to widespread electricity. Often they are prayed to by engineers, as well as scientists and any with the ambition to innovate, and to reshape the world in their own image

Hskoru Errusir, the Watcher at the Gates - often worshipped by guardsmen and soldiers, Errusir was a humble guardsman of Darakath, in the ancient days before the First Hegemony. According to legend, he took his duty with the utmost of conviction, and always kept an eye on the city gates, even when his fellow guards would rather be drinking, gambling and chasing after women. This ultimately concluded with him alone at the gates one night, being the only one to spot an approaching enemy army, though versions of the story differ on who the invaders were. Thanks to his quick rallying of the city’s levies, the warriors of Darakath were able to drive back the attacking force, though Errusir was slain in the battle. According to some versions of the myth, he now guards the gate between the mortal world and the spirit world, preventing evil spirits from escaping to wreak havoc, and ensuring that the living cannot cross to the realm of spirits before their time.

Zioszza Azarak, the Weaver - often worshipped by noblewomen, the Queen Zioszza Azarak came to power young, with the assassination of her father in 1692. Among a greedy, vicious and corrupt court, she was able to secure her own power and ensure her enemies were weakened by turning them against one another, culminating in a shadow war that left the court purged of its rot, and saw her father’s killers named Guwandi or executed. Following this, she spearheaded efforts to restore the Azarak Kingdom to power in the region, expanding its borders greatly and, with the growth of the guilds, seeing its economy prosper. She is often venerated by noblewomen primarily - but any who wish to triumph over overwhelming odds, or to see their schemes take fruit, often chose the Weaver as their patron.

Ukheos Arzaoza, the Guwan Repentant - Ukheos Arzaoza, once Ukheos Guwan, was a wicked smuggler of ancient days, before the rise of the First Hegemony. According to the legend of their life, after years of theft, smuggling and vice, war came to the Vharzk Steppes, and Sahltyr was placed under siege by the enemy force. Using their knowledge as a smuggler, they organised efforts to bring food in from outlying villages, sneaking it into the city to the defenders. This allowed the siege to continue, until reinforcements could approach - however, the Repentant would not live to see it, as the enemy force captured them on their way into the city. While their fellow smugglers ran, the Guwan collapsed their tunnel behind them, preventing Sahltyr’s fall at the cost of their own life. They were captured by the enemy forces and beheaded before the city walls. Their actions, however, saved the city, with reinforcements from allied clans arriving to break the siege. Following the battle, the ruling Lord Arzaoza pardoned the fallen Guwan, and adopted them into his own clan. Eventually, they came to be known as one of the Most Honoured. In the modern age, they are worshipped often by the guilty, or those who seek to change and regain their honour. Guwan who seek to repent for their crimes will often build shrines to the Repentant.

There are untold hundreds of other patron ancestors. The common rite of adulthood in the Broken Coalition involves two weeks of seclusion and fasting, consuming potent hallucinogenic herbs in an attempt to speak with the spirits of one’s ancestors, and learn which has blessed them in their life. A Sinta is only truly considered an adult in the Broken Coalition when an ancestor is believed to have claimed them.


Holidays

Holidays vary immensely between clans, often focused on specific deeds of their honoured ancestors. However, some are unifying factors of the region.

Day of Loss - This holiday is the anniversary of the Fall of Darakath, and the end of the Contact War. For the Sinta of the Broken Coalition, this is a day of regret, sorrow, and vengeance sworn in secret. In stubborn defiance of the ban on Azarak banners or symbols, the locals will often fly plain red banners or wear armbands, in honour of the blood spilled during the final battle and sacking of the city.

Iziushai (Savior’s Day) - This day honours the end to the plague cured by Hareshksh Iziu, when the vaccine that she developed was first distributed across the Azarak Kingdom. It is generally a lively day, in celebration of the work of healers. Feasting is common, as well as donations traditionally being made to local clinics and hospitals.

Arzaoza’s Festival - This day honours the life of Ukheos Arzaoza - a reminder that even the lowliest can redeem themselves, and find honour. Traditionally, it is a time of great excess, lasting from dawn to midnight. Masks are donned by all, so that none can tell if they speak to one of the least or mightiest Sinta (though one can generally still identify a noble from a peasant based on the quality of their mask), and there are frequent stories of nobles engaging in debauchery beneath their masks. It is a day when many expectations are let go, and Sinta are freed to act as they please, where the choice of honour is theirs and theirs alone.

Ashen Vengeanc e

While the Izweski-appointed rulers of the region are oft-despised by those they rule over, few have the courage to challenge them openly, with assassins and knives in the dark being the common method of attempting to bring down the Broken Coalition’s new rulers. However, there is an exception to this rule in Darakath - where murder stalks the streets, hunting those who serve the Hegemony.

The assassin’s name, clan, or gender are all unknown. They are often seen wearing a mask of the type worn during Arzaoza’s Festival - simple and white, painted with ash, leading to the name given to them by the public - the Grey Spirit. In recent years, they have killed many officers in Lord Gwarlza’s personal forces, as well as Hephaestus officials and nobles who have cooperated with the Hegemony’s puppet government. Theories abound in the local news regarding them - some believe they are the last scion of the Azarath, having escaped the Hegemony’s claws and fighting to restore their lost kingdom. Still others believe they are the vengeful spirit of King Don’zai himself, having returned to the world to bring justice to his killers. A third, more fringe theory is that the Grey Spirit is barely Sinta at all - that they are an Aut’akh assassin, enhanced with foul cybernetics and dark spirits’ power, seeking to bring the region to ruin. Regardless, the city watch has had little luck in catching them - with the official explanation being that they have collaborators among the city’s peasantry, or some secret passages beneath the city. The popular whisper, however, is that they are a spirit in truth - capable of disappearing from before Sinta eyes, and walking through walls as if they were not even there.

Lord Gwarlza has offered a bounty of three hundred thousand credits, a king’s ransom in the impoverished Broken Coalition, for information leading to the death or arrest of the Grey Spirit. However, if anyone in Darakath knows the Spirit’s true nature or identity, they are not talking. As the murders continue, the question remains - who is this masked killer, and what do they want for Darakath?