Species/Unathi

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The Unathi (Yh'nah-ti, ew-nah-thee; both accepted), sometimes referred to as Moghedi, are a diverse species of tall mesothermic humanoids that possess attributes many would recognize on reptiles. Their scales are hard and plate-like, save for the softer ones that line the inside of their legs, armpits, and groin. Originating from the planet of Moghes, Unathi society is based on blood relations, and their kingdoms are split into numerous holdings of mostly independent Clans.

While some outsiders believe them to be primitive and hopelessly split, the Unathi remain a fast-growing and stable civilization which has managed to preserve millennia-old traditions and ancient faiths.


Mechanics

  • Unathi have a unique language, that they can naturally speak and understand. Use this in game by typing say ,o.
  • Instead of punching, Unathi scratch people when unarmed. In addition, Unathi are difficult to severely injure, but tend to heal more slowly than humans.
  • Unathi ribcages extend past their chests, meaning that surgeons treating internal injuries to the abdomen have to cut through the ribcage.
  • Unathi do not have kidneys. They filter toxins in a single organ, located roughly where humans have livers.
  • Unathi have good heat resistance, but very little cold resistance. They are cold-blooded, so things like winter coats have no effect on them.
  • Due to different anatomy, Unathi are unable to wear some apparel designed for other species. They are able to wear 'softsuits' (such as biosuits and fire suits), but are unable to wear voidsuits not tailored for Unathi anatomy. Use a suit cycler on such suits in order to use them.


 Overview  

Biology

Moghes forged us into what we are. -A Vhetriss to an inquisitive explorer.

Unathi can be roughly divided into three morphologically distinct racial groups:

  • Sinta'Unathi (sin-tah) - populating various climatic zones - from tropical jungles to equatorial mountains. The most numerous of the three types.
  • Yeosa'Unathi (yeo-sah) - Yeosa populate islands and coastal areas.
  • Vhetriss'Unathi (veh-tris) - Vhetriss can be found on smaller volcanic colonies. A substantial minority in the species.

The average male Sinta'Unathi stands around seven and a half feet tall, with females usually about half of a foot shorter and more agile. Sinta are the tallest among all Unathi while the Yeosa tend to be somewhat shorter, slimmer of build overall. Vhetriss are the notable outliers, being much runtier – five and a half feet on average, but with much more muscle density.

The Unathi stand on digitigrade legs, with clawed feet make standard human shoes unsuitable. Their fingers have large curved claws in place of nails. Unathi arms are elongated, often giving them a hulking posture.

The Unathi are a mesothermic species, with body temperature marginally higher than the the ambient. They are well-adapted to temperatures between 50-70 °C and even higher, irrespective of humidity. At the same time, the Unathi may experience limpness and torpor when exposed to low temperatures.

Unathi bodies are covered in scale-like plates of varying hardness, while their ribs are set like armour plates interlocking under their chest, protecting vital organs expertly. Their set of internal organs is roughly similar to that of humans with a notable difference: they do not have kidneys, but rather a complex filtration organ, sharing the functions of a liver and kidneys.

Hide patterning tends to err towards high contrast in neutral tones of grey, tan, or green, though some shades of other colours are not unknown, and albino Unathi have special significance in many of their Clans.

The Unathi are omnivorous, however their diet consists mostly of meat, while plants and fruits are used as garnish or decoration. In a familiar climate, Unathi needs are modest, and they can go on for a while subsisting on water and dry strips of meat - however, in cooler environments (like spaceships or cryo pods) the nutrients are consumed at an increased rate. Unless they eat regularly, their internal organs begin to work themselves over and deconstruct.

Unathi never stop growing, though it does slow as they age. Unathi physiology is able to regrow any non-vital body part, so long as the individual can survive without until it is regenerated. This may take years, depending on the extent of the damage. Some Unathi Elders are said to slowly grow in size well into their hundreds, while retaining their strength, agility and mental faculties – this would allow them to preserve authority and teach the young better.

At the same time, increased regenerative ability comes at a price - the majority of healthy Unathi cannot accept any form of internal prosthetics or implant due to violent rejection reactions that may arise. Smaller and more advanced nano-implants may work for a time, but will break down without constant upkeep.

Some Unathi, especially those living in irradiated or otherwise contaminated areas, may suffer a decrease in their ability to regenerate appendages, and thus resort to using handicraft or imported prosthetics. It is important to remember that a robotic limb is seen by most Unathi as a sign of sickness, and few would boast having one.

Unathi are crepuscular, sleeping through the brightest and darkest parts of the day-night cycle. Unathi can, with some effort, adjust themselves to a more “stable” human sleep cycle, in which case they prefer being nocturnal to diurnal. It is important to notice that some types of carbohydrates, especially monosaccharides may have an adverse effect on Unathi health and brain functions. Table sugar and fructose sometimes cause confusion and hallucinations in Unathi adults, however the most common symptom from metabolizing these substances is sleepiness.

Unathi reproduction is surprisingly similar to that of humans and terrestrial animals in general. Females lay eggs, with the average clutch being somewhere between one and three. Hatchlings are small with sharp teeth and rudimentary talons. While clever, they are notoriously ill-tempered and act purely on instincts, feeding on small prey and roaming around. It is not recommended for strangers to approach hatchlings unaccompanied.


Language

Bare your fangs! Are you not a true warrior? -Common insult

Despite geographical divisions, Unathi languages are all incredibly similar (save for colonial dialect), leading them to be grouped together into one language by other species, called Sinta'Unathi. Syllables consist of harsh sounding consonants and susurrated vowels, and are pronounced almost without breaks, resulting in a stream of hissing and growls. Short barking exclamations, rattling of the throat or chuffing are also common. The language is difficult for humans to emulate without mechanical assistance, since it requires considerable training and good ear for detail.

The written language of the Sinta'Unathi is based around glyphs, with words and phrases represented by curves, long bent lines, sharp marks and circles.

Unathi write with their index finger-claws when transcribing on soft surfaces such as dirt or sand. While many bureaucrats and other 'pencilpushers' ply their craft with freestanding writing utensils, claw-strapped pens are the norm for those who don't constantly use the instrument.

Yeosa’Unathi language shares some grammatical and vocabulary similarities with Sinta'; however, its vocal range is by far wider to facilitate communication underwater. Yeosa tend to speak loudly while using heavy gesticulation. The written language seems to have been adopted from the Sinta glyphs.

Vhetriss'Unathi language is an isolate, and a poorly-studied one. It shares some elements with other Moghedi languages, and possesses a smaller lexicon, complemented with Sinta.

Because all Unathi languages feature sibilant hissing as a core part of their phoneme structure, Unathi tend to hiss and elongate similar phonetics when speaking other languages such as Galactic Common. However, this habit can be unlearned with practice, and many Unathi who frequently speak other languages will usually opt to do so.

Nonverbal communication

Due to limitations of anatomy, facial expressions play a much smaller role in Unathi nonverbal communication. Those who acclimatize in human societies may attempt to imitate human-specific behavior, like smiling and handshakes - with varying results. Others simply don't bother. The main medium for Unathi emotion is body language and gestures.

Excitement and heightened emotion are usually expressed by striking rhythmic blows, including slapping one's chest, thighs, thumping the tail against the ground, etc.

Anxiety or fear may drive Unathi to sway, stoop and generally attempt to look much smaller than they are. Sad Unathi don't cry - such emotions typically result in a sharp drop in activity.

It is is considered somewhat impolite to touch an Unathi tail, or to touch an individual at all outside of family interactions. Intimate gestures include rubbing necks and touching foreheads.

Baring the throat, usually done by lifting the chin up and to the side, is a highly symbolic gesture expressing trust, compassion or admittance of shame. Correspondingly, scratching the side of the exposed throat with a single claw is usually a sign of forgiveness.

Naming

The first name of an Unathi is their personal or family name, while their last name is invariably the title of their clan. This means, for example, that Dhrekss Gnarssis is a member of the Gnarssis Clan. Males often have unique first names chosen by parents or themselves, although it's not uncommon to have pater familias and his senior son bearing the same first name, which is considered the official title of the family. Daughters too usually keep the name of their family, adjusted to feminine form. Upon marriage, the newlyweds adopt the last name of the clan they are staying with - in majority of cases, that of the fiancé, although the opposite may happen in certain cases.

Unathi names are heavy with harsh sounding consonants and short susurrated vowels. An example would be Dhreks Gnarssis or Bhink Khambasshk.

Gios Insthys is a member of the Insthys Clan, and a son of Gios Insthys. Once Gios became accepted by his Clan, he adopted the name Gharr Insthys.

It is a social faux-pas for non-family members to use a Unathi's first name. First name may be used in moments of privacy, when speaking to a very intimate other, or by parents to refer to their children. However, utilizing the full name is acceptable to distinguish between members of the same clan in formal situations.

The Kingdoms of Moghes

You are responsible for the whole of your people. You are king. -Ancient traditional proverb

In the present day the Kingdoms of Moghes, sometimes known as the Moghes Union and first among equals of the Moghes Hegemony, are the main polity that the Orion Confederation and by extension humanity finds itself at odds with. While the OriCon government has its own reasons for this, the Kingdoms are openly aggressive expansionists with imperial and monarchical rulership. Some historians would bring up the word 'dictatorships'.

This was not always the case. For a long span of their history, the Unathi of Moghes did not unite under a single banner. Instead each Clan held their own traditions and values, held their own relationships, and tended their own domains. This was forced to change when the Elders of the largest Clans realized through the industrialization of their societies, they had started to overpopulate the planet.

While details on the intervening “Crushing” are sparse, the tales told through the Elders' oral tradition speak of entire Clans being obliterated for their foodstuffs. How long the conflicts went on is unknown to many outsiders and disputed by those who know the stories. What is known as that the Crushing only ended when two systems were agreed upon by the stabilized Clans: the Pact and the Kruzkzuz.

The Pact is the overarching set of laws that bind all the Clans together. It is similar in its magnitude to Admiralty Law, and even more draconian in its punishments. While there have been revisions and additions to the Pact throughout the centuries, the central ideas it presented have preserved the Unathi as a people since their implementation.

By that token, the Kruzkzuz, or the “Arbitrator”, was the de-facto leader of the Unathi people. He is empowered to enlist the help of any Clan in the pursuit of enforcing the Pact, as well as being the mediator between inter-Clan conflicts. The role has since evolved to that of a planetary governor, with the Clan of the seated Kruzkzuz typically aiding their endeavors for as long as they're in office. The title, while well-respected by all Clan Unathi, is only given to a male of sufficient age, experience, and practicality. In the current day, while few Clans would admit to it, all other Arbitrators answer to the Arbitrator on Moghes.

When the Moghedi finally recovered from the Crushing and found themselves unable to enact meaningful war on each other, they inevitably reached for the stars. Since their initial expansion they have grown bolder and more comfortable with spaceflight, especially given their doctrine of heavy ship design. Their more cumbersome bodies when compared to other races trends them to favor planetary settlement rather than setting up habitable stations even on less than welcoming worlds.

In the modern age, Unathi Clans have vastly differing sizes; some hold sway over city-states, while others are simple farming villages. There is no strict limit to how large a Clan may become in theory, however in practice the Unathi have never seen a Clan larger than a single town. After that point the needs of the Clan begin to outweigh the usefulness of its structure, and many Clans choose to divide or otherwise reduce themselves long before they reach that size. In simpler terms: one Clan can crew a single vessel.

The Unathi, in their growing borders, have come into conflict with a number of other races. While some would be described as 'easy prey' for the naturally warlike Kingdoms, the Naramadi and the Species/Zaddat proved themselves to be worthy adversaries or skillful enough to be considered equal to the Clans. Most other races are subjugated as second-class citizens, with less obligation to their host Clan but also less freedoms in the Kingdom they live within.

Clan Culture

Each region, a Clan. Each Clan, a province. Every province, a Kingdom. -Credited to Xsysorr the Destroyer, first Arbitrator of Moghes.

Unathi society is based on blood relations, and is split across religious, ethnic and even climatic lines. The three basic elements of Unathi identity are, in order of importance, their Clan, their Region they hail from, and the Faith they subscribe to, although the last two may vary. While Unathi are well-aware of belonging to an identical species, those three things ultimately fuel the division between them as a whole.

A Clan is, essentially, a close-knit group of Unathi families of common ancestry. Apart from kindred blood and shared history, they are often bonded together by common property - even though each family may hold its own possession, those ultimately contribute to the well-being of the entire Clan. The Clan system plays a major role in the survival of individual Unathi even in the most hazardous corners of the frontier.

Clans are led by a Kaahnepo and a Matriarch, with the term “Kaahnepo” being associated with 'king', 'chief', and 'speaker' by translation. The Kaahnepo is a senior male that leads the Clan for life, and new ones are usually chosen by the council of Clan Elders (although in smaller Clans all free landowners may be given voice, or even all adult males). Once confirmed by the Matriarch and then led through a series of trials, they lead the Clan unopposed, deciding what men of his clan should be doing and where resources should be going. Kaahnepos also handle diplomacy and trade relations with other Clans, though this is typically delegated to appointed representatives. While they may (and will) take others' opinions into account, Kaahnepos rule as they deem fit - after all, their word is the law and final decisions are always theirs.

Matriarchs are selected from among the women of the clan, by the women, in almost the same manner as Kaahnepos - also, unlike the former, Matriarchs are bound to be the oldest and most experienced of Clan females. While the Kaahnepo orders males around, the Matriarch (often his wife) keeps the women in line. Their duties are simple: preserving the well-being of the Clan. The Matriarch is in charge of clan property, making sure that the Clan’s village, homestead, or district in a city-state are well-maintained. Matriarchs also possess the knowledge of the Clan, in charge of teaching the young until they’re old enough. The females under Matriarch's command also add to the Clan’s skein, which tracks the history of the Clan.

Members of the Clan all have duties that must attend to, and the higher standing in the Clan often depends on how useful their labor is to the Clan. Any self-respecting Unathi will find it honorable to uphold the traditions of his or her Clan, and to do and learn as much as possible to make it stronger. However, Clan values, laws and traditions may vary considerably in different regions. While some Clans claim to be millennia-old, it is not a rare occurrence when a new Clan is formed. Most often this happens when the old Clan grows in numbers, and it's domain becomes overpopulated - some families may split off, migrating in search of new lands or colonies to settle.

One of the important aspects of Clan system is inter-Clan relations. Legally, those may be based on local customs, religious dogmas or existing convents - however, most often those are driven by an intricate system of personal ties, marriages, oaths and vassal obligations, guaranteed by the blessing of spirits and by brute force. Since the Pact is very loose, pertaining only to crimes of considerable magnitude, any Clan holds tremendous authority over their domains. A criminal which escapes the offended party and their vassals and friends – assuming they haven't offended the Pact – may run free. If they are caught however, they are at their captor's mercy. Apart from Kaahnepo's rulings, legal or other disputes may be settled though the Elders consulting each other, or through a “bane” - a form of traditional duel combat.

Clans will either live in settlements of their own or alongside other Clans. Such settlements may grow to become city-states. While Clans may coexist, they often retain their own laws and traditions. In case of large sprawling cities or especially large hub stations, this results in a complicated network of agreements dividing the settlement into spheres of influence, controlled by the ruling families.

Guwandi

It is generally agreed that social, economic and private life of each individual Unathi revolves around their birth Clan or their host Clan (should they marry into one or be adopted). Sometimes, however, an Unathi may find themselves living outside of the clan system.

Reasons vary. Some may be driven to such a decision by altruistic considerations: mortally ill or disgraced Unathi can leave their clan to ease their burden and escape the stigma. Others take penance for their unrightful actions against their own kin and those they had obligations towards. The rest are exiled or chased away. In any case, all their possessions are sold off or redistributed, so that the exile may set off for a new life in the wilderness.

Such outcasts are grouped under the collective name of 'Guwandi', or loosely translating to 'Unbound'. As per tradition, Guwandi wander the planet, shunning company and seeking combat with the most dangerous representatives of native wildlife. The process of becoming an Unbound Moghedi is incredibly traumatic; one's clan is a fundamental aspect of one's identity, and use of one's former clan name with no more claim to it is a grave dishonor. Should they meet another Guwandi, they are obliged to tell each other their stories, before judging each other as individuals. Should they choose to battle, the duel is always to the death, and the victor is responsible for the legacy of their opponent.

Because of their dramatic exploits and honourable conduct, Guwandi are often seen as romantic heroes of Unathi society: misunderstood, punished, seeking penance in difficult trials. Sometimes they may return to their relatives after being pardoned; a few are granted a second outlook under the patronage of a different Clan. In many cases, however, the reality of such life is much different from glossy legends that surround it. Plenty of exiles perish quickly on their own; those who survive are often pressured to steal and rob to make a living. In border regions with Guwandi presence the outcasts are often mistrusted or even attacked, forced to dwell in the darkness of the night. Unbound Unathi frequently gather in city slums or in the wilderness, and are rarely welcomed by Moghedi who still part of the Clan system.

Some Guwandi Unathi rename themselves, or go by self-given grandiose titles. Those who do not follow this trend continue to make use of just their personal names. Beyond being disgraceful, unwarranted use of a Clan name is outlawed, and those outside of a Clan are punished more harshly in general.

Redeemers

The Redeemers are one massive Clan-like organization, stretching throughout Hegemony space. Very few Redeemers are actually related, as the organization draws almost exclusively from those Guwandi who wish to find a purpose again. It is to be noted that even an exile who has breached the Pact may be offered Redemption, by which their punishment is annulled. Guwandi are taken in by a Redeemed, and have their remaining names removed, to begin the process of killing the old to allow room for the new. The new Initiates then spend their days living in asceticism, being reintroduced to their old crafts and the Unity by those Redeemed who have walked similar paths. After many (possibly a hundred) of years of manual labor and prayer, those Initiates who show appropriate zeal and talent are taken to be renamed, as new Redeemed. Redeemed are given more responsibilities, including management and some combat roles.

A Redeemed lives in much the same way as a fresh Initiate, save for the fact that they now have a name. They are expected to live the Unity at all times, and will, at some point, select Initiates of their own. Once a Redeemed has himself lead at least five Initiates to their redemption, the leaders of the local Chapter may allow them entrance into their inner circle as a Redeemer. Redeemers fill an important role in both their own organization, and the Hegemony in general as they act in a number of duties, but especially as a sort of “Priest Clan”. Due to the death of their Unbound past self and subsequent revival into the pinnacle of the Unity, each Redeemer is expected to be a font of faith and wisdom, more so even than the Elders of many Clans.

In the conflicts between other races, Redeemer-led squads of Redeemed were the source of many of their foes greatest losses; clad in Breacher suits and fighting in disciplined formation, they were fired from Hegemony ships in large torpedoes, and were often able to entirely gut enemy ships from the inside, leaving them adrift and crewless. Horror stories of such battles are still common in the OriCon military, but never within earshot of any Unathi. Analysts have noted that such encounters only happen within well-established Hegemony borders, leading many to believe they act in a defensive role.

Heretics

While there are many names for what may be considered 'outlaw' in human society, within Unathi culture the Clans who defy societal norms, honor, or basic propriety – and indeed those who knowingly break the Pact – are branded as Rissthaktak: Heretics. These Clans are typically driven out from their nominal homeworld either by force or other such pressure, usually joined in their exodus by Guwandi who have no future. The most destitute of these drift in hulks of cobbled-together scraps, and are often driven to piracy. Those lucky enough to find a suitable planetoid to land on do so.

A cynic would argue that the Heretic Clans are the primary reason that most Unathi expansion pressed forward. Whenever a Heretic Clan is discovered to have a home and to have demonstrated its unwillingness to accept the Pact and the Clans, they are attacked outright by would-be Kingdoms seeking to claim their territories. While this has some measure of the truth, it would be reductive in the extreme to say it is the only way the Union expands.

What is true is that the existence of the Heretic Clans feeds into Unathi culture by rejecting it; by always having an enemy to fight, the Unathi as a whole may continue to hone their arts of war and develop new tactics and strategies. While it is unknown how many Heretic Clans may exist currently, the outward stability of the Hegemony suggests that their presence is minimal in any area outside of the frontier.


Regional Denomination

You suckle on leaves, swamplander. The Peaks breed us true. -Orhouhu Ukir to Shre Ulka before the two dueled to the death in “The Ballad of Shre Ulka”.

Regions are denoted using the different topographical sections of Moghes, even on distant colony worlds. These are the Tropical Jungles, Savanna Belts, the Great Deserts, Salt Swamps edging the oceans, and the Diamond Peaks. All of them produce different kinds of Unathi, with their own unique dialects and traditions. In addition, the aquatic Yeosa are the only Unathi known to colonize regions they call the World Seas, while the Vhetriss call their homes Magma Lakes.

The most common and broad of the Regions are the Tropics and Savannas. The major difference in these two is whether there is sufficient room for agricultural exploitation, or if the area in question is open and largely unsuited to other purposes. The Tropical regions are some of the most populous in all the Kingdoms, being able to sustain not only their own populations but export various foods such as native meats and plants. The Clans who settle these areas are loath to build settlements with large ecological imprint, thus leading to the development of smaller villages to spread such growth more evenly.

The Savannas on the other hand have little better to do than exploit their surroundings for any natural resources they can find. These Clans are perhaps the most enterprising and savvy, needing to barter or otherwise gain much-needed resources from other Clans. Often these Clans will be the first to set up a city-state on a newly colonized world, banding together loosely while letting the majority of their number lead a nomadic lifestyle and shelter as requested and needed.

The Salt Swamps are tied closely to the World Seas, with Yeosa being found in both regions, and thus both types of Clans, most often. It is no surprise then that these Clans are those who perhaps see the most merit to intermingling with others of their kind. In a similar way to the Tropics, the Swamps are rich with native life to explore and exploit, though the range of flora leads the so-called 'swamplanders' to experiment the most with new recipes and chemicals. As a result they are often seen as less cunning and reactive than their peers, a view that most don't make the effort to change.

As most worlds in fact have much more water than they do landmass, it may surprise some that the World Seas are in fact a middling amount of the Unathi's population centers. This is due to the fact that while Yeosa are aquatic, they are not truly underwater creatures. That being the case, these regions are not in fact a single body of water, but instead larger series of archipelagos capable of housing at least a Kingdom upon them. That being said, the Seas are the regions which breed the most adventurous of the Unathi people; not only able to walk land, but also plumb the depths with greater ease than their peers. It's said that some who hail from the Sea feel just at home in the Void; simply traversing another kind of tide.

The Great Deserts are the most bleak and unwelcome of the Regions, save for the Peaks. As can be imagined, the Deserts are barren of anything of value – at least without great risk or preparation. For these Clans, the risk is a part of life, and the preparation is the construction of underground networks worming their way beneath the sands. This tendency grew from the curiously large (and if sources are believed, broken) network of prehistoric bunkers found in Moghes' own desert regions. The modern Desert Clans are insular, deeply concerned with matters of higher thought; it was from the Deserts that arose the first Unathi ship designs.

Diamond Peaks are any environment that's just hostile enough to challenge an Unathi's biological limits while still being habitable. That being the case they are typically cold, haunted by apex predators, and unable to grow most staple feed for domestic animals. The Clans of the Peaks pride themselves on being able to overcome these harsh environs, while shunning all non-Clan affiliations. The Peaks are singular in their purpose: to weed out the weak, and breed the strong. Even among other Unathi those of the Peaks are seen as backwards, brutal, even savage; yet they are always seen at the forefront of any major conflict.

Lastly are the Magma Lakes, so called for the propensity for them to be on or near an active volcano. While it is true that the populations in these regions are primarily Vhetriss, it is not entirely unheard of for them to adopt or otherwise shelter Sinta within their ranks. While the sweltering heat and closeness with death makes all other Clans wary of such a region, the Vhetriss have honed the craft of exploiting the Lakes for all their worth. Alien creatures they breed to live within the lava, exotic materials they mine and alloy to trade for much-valued food and water, and not the least of which their skill for forging both personal grade arms and equipment, but hand-crafted armors as well. Modern Vhetriss are often seen with Zaddat, for reasons that are obvious to those who study both races.


Religious Doctrine

Be still, and listen to your elders. -Common chastisement

Throughout the history of the species, faith has been a cornerstone of Unathi society, and a powerful force in any individual’s life. Like on Earth, religious beliefs on Moghes are quite diverse, and are often syncretic or even secular in practice. Surprisingly though, most if not all Unathi share common mythology in which the existing beliefs are grounded.

According to Unathi worldview, the world is divided into two plains of reality, which roughly equate to human concepts of “Life” and “Afterlife”. The latter is home to potent entities - the spirits of those who once inhabited the realm of the living. Each spirit holds immense power over the world’s affairs; In order to ensure the normal functioning of natural and societal life, Unathi seek patronage with them, especially with those of their own kin, whom they call the Ancestors - the ranks of whom every Unathi is bound to join at some point.

The worship of Ancestors is easily the most widespread, and even secular-minded tropics dwellers revere their forefathers and other great figures of the past, ancient and recent.

An important aspect of traditional Unathi religion is the existence of cults, which provide distinct views on what the Unathi should do to fulfil the will of the Ancestors better. The main four are Hand of the Vine, The Grand Stratagem, Fruitful Lights and Markesheli. While some are more or less associated with particular regions, others are more universal, appealing to a larger portion of the Kingdoms' populations.

The Hand of the Vine, so called for 'joining together like the vines', is a belief that by cooperating with one another the Unathi can become stronger, as if a bound rope. Originating from the Swamps, the cult finds difficulty in attracting the more insular and conservative of the Unathi due to the belief in eating and otherwise ingesting plants will help achieve this goal. It's no secret that this cult is directly responsible for most foreign relations and outreach due to acting more like other races; therefore they appear to be more numerous than they are.

A Grand Stratagem was once proposed in the Crushing: that those who held no value should be killed for those who held greater value to thrive. The cult briefly flourished before being devoured from all sides by a variety of factors. What arose from the post-Pact Moghes was the idea that the fires of war forge the Moghedi into stronger people. They believe foremost in that conflict drives growth, and that from such conflicts any weakness will be lost. In a way, those who live continually in this mode of thinking become natural leaders to the Unathi people, especially in times where their insight is respected.

Thinking of the Fruitful Lights as a cult is perhaps the most accurate way to phrase it to an outsider, but it is more meaningful to call it an ideology. By cultivating the 'fruits' of Unathi labor and progress, the whole of their people will be brightened. In this way most of the forward thinkers and innovators of Unathi society think of themselves as belonging to the Fruitful Lights, growing the light by which other Unathi can find the path to greatness.

Markesheli is a strange word in the Sinta language. It's believed to be a rare loanword from Vhetriss, though this is difficult to confirm. The rough translation is 'one who does trade'; from those who espouse themselves as devotees of the Markesheli, this starts to make more sense. Each devotee of the Markesheli strives to perfect a single craft. Whether it be alloying metal, growing a specific plant, or even a skill like actual trade, each Markesheli strives to do their utmost in their chosen field. What makes it especially odd to other Unathi is that they don't wish to be buried with their blood-ancestors or Clan; the true adherents to the Markesheli wish to be honored among the dead of other great craftsmen. These Unathi will go to great lengths to learn anything that might better their chosen skill, up to and including exiling themselves just to do so.

The Redeemers break the mold of the usual Clan religions by holding a fanatical devotion to what they call the Unity. While it seems to bear similarities to ordinary ancestral worship, the mark left by the staggeringly developed Precursor civilization has given this traditional Unathi religion a peculiar twist. Little is known of the Precursors aside from their presence on Moghes in its prehistoric age, but from what little can be gleaned the Redeemers believe they were in fact ancient Unathi, perhaps seeded or left there along with the artifacts that propelled Unathi technological understanding.

Military Traditions

I am a warrior. My life is to fight, and eventually die for my Clan. Perhaps that will be a long life. Perhaps you will best me here. -Tnak Ssthoon, upon being challenged to his final duel.

The Unathi people are, by and large, a warrior society. Some other facets of their society hinge or even depend on there being some form of conflict, and this begets the need for a dedicated role, if not specific class of specialists.

To be more clear, the average Unathi male is expected to know the use of primitive weapons and basic armor, but not be at a professional level. Most Moghedi, particularly hunters, go beyond this basic level of understanding to become genuinely proficient in one or more styles of fighting, particularly in a form of hand to hand. Where this begins to become different is when an Unathi is designated as a genuine warrior.

Warriors live their lives entirely seeped in conflict. They train daily when not on a raid or on campaign, and they use every single type of weapon available to them. The long lives and hardy bodies of the Unathi people mean that they can push themselves to extremes that many would find horrific, while using that effort to master as many forms of combat as possible. An Unathi warrior is never unarmed until he is dismembered; a fact that has lead to the death of more than one hapless foe.

Despite what one may think, the Kingdoms do not often wage war on one another. War against another Kingdom must be declared first to the Kruzkzuz of a given world, who will then decide whether the caussus belli is justified. Any Clan that mobilizes for war before an Arbitrator comes to their decision is marked as a Heretic Clan and attacked by its neighbors. Instead what is more common are raids.

Raids have clearly defined limitations outside of active wartime according to the Pact, including the size of vessels and their maximal armament, number of warriors permitted before the act is considered a declaration of war, and the restriction of non-warriors to participate outside of support roles. In this way the warriors of each Clan must create and employ a number of tactics to protect themselves from non-allied Kingdoms, as well as gain practical battlefield experience.

When a Kingdom (or indeed, a world) of the Union engages in active war, there still exist some traditional limitations and 'humanitarian' concerns within the Pact. First is that escalation is to be very linear; this meaning that a Kingdom cannot immediately employ weapons of mass destruction or orbital bombardment over a simple border dispute. Chemical weapons that damage the local ecology as well are restricted until certain conditions are met. These laws are echoes from the Crushing; no stable Khaanepo would risk total destruction by destroying the world they live on. The 'burden' of escalation is usually, but not always, on the defending belligerent.

A devastating wrinkle that sometimes occurs with alien races is that the Pact makes these restrictions for conflict with other Unathi and their allies. While a majority of Kingdoms still value the Pact for its rules of engagement, there are accounts of Clans disputing claims of Pact breach with the Arbitrator designated after their conquest. Whether these are false charges or true breaches is unclear.


Entertainment and History

All that I've said is true, younglings. You must open your mind to this; that not all truths are spoken. -An Elder after reciting a fable.

There is in fact a vibrant side to Unathi culture that many in OriCon's sphere of influence choose to ignore, should they know of it; the oral traditions and skeins of the Clans. While there exist many modern documents and written words of dates and times and other very accurate things to track information in Unathi society, there still exists a rich variety of otherwise unwritten (or at least, documented secretly) histories and drama that a Clan keeps.

The Elders of the Clans are not simply advisors to their Kaahnepo and Matriarch; they are the teachers of the young, the guidance of the Clan itself. The King may rule, but it is the Elders who tell others why. In most Clans, the male Elders will put on dramatic and energetic dances with songs and slower moments of grandiose tales of the heroes of ages past. The females on the other hand will weave a skein – usually made of a native hide that's easily colored and preserved, though the decoration is seen as more important. This is then used in more nuanced tales of closer history, more personally related, and without much in embellishment.

There exist a manifold difference in traditions and tales, though through trading tales and codifying what brings the most impact, non-Elders have a very clear and defined path to take in life: that of performance. The Unathi who choose to perform are always at peak form; they have to be in order to more realistically portray the ancient heroes.

These tales themselves are similar in many ways to human theatre, though the tendency is for them to be 'classical' in the human terms of thought; Tragedies about the folly of emotions and pride, Triumphs of epic scale, and Comedies that play at the different facets of Unathi society. Most retellings are hotly debated if they deviate from one or more Clans' retellings of the same story; in this way any 'original works' come under very heavy scrutiny.

By the same token there exists a similar but smaller niche for artists of all stripes. While it's hardly fair to say that the whole of the Unathi people dislike art, it is true that most pieces are kept as public works after an artist's death rather than traded. In this way the pieces that make it out of Hegemony space are incredibly valuable; proof of the Unathi's broader interests in more than war.

In an ironic twist, it can be seen that a significant portion of the Unathi people enjoy alien entertainment. On certain worlds imported goods include a significant amount of human-made media: from graphic novels to holodramas. There is still a trend for historical fiction or outright biographies, but here too is evidence of the Union's broader scope.


Technological and Economical Foci

I will not measure my work until the ground shakes in response! -Izkuuz Kssoal, Unathi Researcher

It's difficult to speak on the exact technological discoveries of the Kingdoms themselves, given how the Hegemony now includes the master craftsmen Zaddat and the incredibly isolated Naramadi. However, there are definitive trends that can be seen even across the divide of Kingdom and creed.

Firstly is that Unathi ship design is specifically 'heavy'. That is to mean that their ships aren't very maneuverable by comparison, instead built using superior materials to absorb damage. The cost of these ships is typically prohibitive to larger designs, however these slow tanks also mount a nigh excessive amount of armor-defeating weaponry such as torpedoes, accelerator weaponry firing slivers of tungsten, and the dreaded Unathi boarding pods. After the wars with OriCon, designs shedding armor for quicker maneuverability have been seen, particularly in territories close to human interest.

For personal scale combat, the preference for close quarters shines through. The average Unathi warrior is not equipped with a weapon capable of long-range combat; these being reserved for specialists. Instead the focus is on melee and near-melee weaponry such as shotguns. Given their size and strength advantage over the average human, Unathi shotguns bear a strange similarity to old-time blunderbuss; only the effects of modern technology make their payload closer to that of a claymore mine.

More tellingly still is the iconic Unathi 'Breacher' suit. Unwieldy and hard to use by any stretch of the imagination, the design is still favored over thinner voidsuits or even 'combat' hardsuits. Again there have appeared developments to the design that will sometimes surface in free market zones; an even bulkier 'exosuit' frame to further improve speed and power of the user while retaining its armor.

Getting away from military interest and into the private sector, the Kingdoms would appear to have a robust system for containing and transporting chemicals of all kinds. Unathi biology being what it is, it can be imagined that anything that they want to seal would be especially devastating on less hardy races.

By that token as well their propensity to exploit even the most dangerous of alien creatures sees a wealth of exotic biological material and foodstuffs. Most of this stock is filtered through the Naramadi or Zaddat, however what is more openly traded is simple food such as jerky and other preserved goods.

On the opposite end of the spectrum from their technological triumphs, the Unathi have very well-defined oversights and weaknesses. Foremost among them would be the lack of AI robotics and MMI. The lack of computing is simply due to a lack of interest; there had never been a drive for the machine in Moghedi culture. Given the rejection from most normal 'transhumanist' upgrades, the use of Unathi brains as computing sources was never formed, and in fact horrifies many who learn of the concept.

On the back of this their modes of communication are outdated by modern standards, despite their hardened state. It takes far longer for news or messages to pass through Hegemony space than it does OriCon space. Most Kingdoms agree that secure is better than fast, so this will likely remain true.

To bookend this discussion, the Unathi on the whole never mastered the principles behind laser weaponry prior to their conflicts with OriCon. Again looking at modern evidence it appears that there are examples of Unathi energy weaponry now being produced, though still with the same line of thought as with their ballistics.

Xsysorr Arms and Materiel

Superior design. Total coverage. Fair rates. - Company creed and slogan

Comparing XAM, or “Clan Iszkar”, with a human Megacorporation like NanoTrasen is perhaps inaccurate in a way. The reasoning for this is that most – or indeed all – of the human owned and operated Megas ostensibly exist via tacit agreement with the OriCon government. The same cannot be said for XAM.

The Company began as an idea from one of the members of Clan Iszkar. The Clan had an abundance of nonarable land, resources, and (if sources are believed) warriors. Therefore it was put forth that the land and “arms” could be rented out to other Clans in exchange for materials processing or other industrial services, as needed. This bartering system evolved into direct currency exchange when the Clan started to expand beyond its homeworld and incorporated one of the Zaddat's Migrant Fleets.

There had been growing resentment of the nascent company, but extending their alliance to include the Zaddat was seen by their rivals as unacceptable. Such that it was that the Unathi saw yet another war to settle their grudges. What began as a simple bid to cut a rival's power and ease pride ended with the intervention of all involved Arbitrators taking the issue to Moghes itself.

The Arbitrators came to this decision: that the Clan Iszkar would split its membership between its homeworld and the Company as if it had colonized it, and that in exchange the other Kingdoms acknowledge the Company as a vassal of Moghes itself.

It was after this that the venture was truly branded as XAM. Now with more or less the charter of a human Megacorporation, it leveraged this to explosively expand its orbital capabilities, internal structures, and colonial holdings. From a certain point of view, it's an empire within an empire.

As with most Unathi ventures, the products that come from XAM are “heavy” designs. Bulk ships, cumbersome armors, and industrial equipment to name a few. However it is still true that they offer land-lease to any customer willing to pay their levies.

The inclusion of the Zaddat means that XAM is seen as another Guild to them, with the name Iszkar being shared between both species. With the induction of the Naramadi, XAM also implemented ideas from Onkhara Synthetic; chief among them the lifetime warranty on their products.

What still remains unclear from a human perspective is the size and strength of XAM's military. Much of it has not been seen in the Frontier, likely due to the need and demand for it within the Hegemony. What is known is that there are sometimes raids on human Megacorpoations that are conducted wholly by Unathi Breacher teams, often with heavy collateral damage.

Notable Worlds

The stars are many; may they light my way and guide my path. -Ritual phrase for safe travels

While there are a myriad of worlds the Unathi call home due to their efforts to expand, there stand out a few of particular interest.

Moghes, Xys Rathik system – Known to some of the Unathi people simply as 'the homeworld.' The cradle of the Unathi civilization, and their most revered of locations. While it is now an example of modern technology, with busy spaceports and ample cityscapes, there still exist large swathes of its now-shattered mega-continent where dangerous beasts roam free, and certain Clans harken back to their days as a simpler people. (Redeemer Presence: High)

Ouren, Asrezo system – A world with a very curious environment and a valuable resource to the Unathi: Precursor artifacts, including a defunct megastructure of unknown function. As soon as it was confirmed, the presence of the Redeemers quickly reached that of Moghes. While the Kingdoms that have colonized the planet still hold their own traditions and rights, the overwhelming presence of the Redeemers keeps them from exerting too much of their power over 'holy sites'. (Redeemer Presence: Extreme)

Tersten, Usiluhe Prime system – An interesting planet for its rotation around both its native star and on its own axis, as well as the circumstances of its own colonization. Firstly, the planet is technically tidally locked; the equator experiences a temperate climate with seasons and a biodiverse ecology. The 'northern' pole is however constantly facing the star, while the 'south' pole is shrouded in darkness. As well, the Unathi were not the first to discover Tersten: a long-lost deep sleep colony ship of humans landed some time before the first Clans arrived. After the initial clashes, the two sides have fallen into a burgeoning series of alliances not unlike the broader Hegemony. Still, it's true that the humans of Tersten have accepted Unathi dominance of the world: a fact that the Arbitrator exploits to bring in tourism and immigration. (Redeemer Presence: Low)

Hsithinoa, Unknown system - A nigh barren world that's only notable for one thing: the flagship station and 'hub' of the company XAM. In truth, the planet itself was claimed by the company by force of arms from a Heretic Clan that had chosen to make it their home. That Clan still exists, if the evidence of ongoing conflict is anything to go by. Regardless, this dusty rock houses most of its population in orbit in a rare departure from Unathi tradition. The largest of these stations is an orbital dockyard enough to repair and refit the largest of vessels. Many Zaddat Fleets pass through for such a purpose. (Redeemer Presence: Low)

Common Understandings

Tl;dr

With their biology and culture being what it is it could be said that the Unathi are never really unprepared for a fight; however this does not mean that they are immediately prepared for war.

The grand majority of Unathi who dwell in OriCon space or take jobs in human companies are in fact exiled from their families, friends, and other possible loved ones. The experience tends to embitter those who were exiled, or otherwise did not leave of their own volition.

Anti-Unathi sentiment remains fairly common within OriCon space, although this is lesser seen on the frontier and away from the border colonies. Many believe the Unathi to be little more than aggressive warriors, and as such it is common within OriCon space for Unathi to be turned down for jobs or promotions. Because of this it is more common to find Unathi employed on frontier and outskirts installations, where they can find more success.

On slavery...

Most Unathi do not practice slavery.

The practice of having a life long servile class is impractical in the long term, and in this way the Union has largely done away with it. However it is not unheard of that certain Kingdoms – especially with alien races – can and will enact the practice with the blessing of their King. This tarnishes the reputation of all the Kingdoms by proxy, but it is not within the law to punish these cases.

This doesn't mean that the Orion Confederacy won't make the most of an opportunity to slander their foremost rival.

Interracial Relations

In a summary, a broad majority of races across the Galaxy view the Hegemony, and by extension the Kingdoms, as something between a bogeyman and an existential threat. Their almost casual approach to war and the subjugation of client races makes many minor powers deal with them out of fear of retaliation.

The race that the Unathi struggle with the most are the humans, for reasons that should be apparent. Between the similar speed of growth and closing distance between their declared borders any interactions with OriCon could be called cool at best. Both powers know that one will surpass the other – neither knows who that is yet.


OOC Notes

Etiquette Guide for Unathi:

  • As an Unathi in nominally-human space, you are likely an exile or from a heretic Clan.
  • All Clan Unathi are viewed with suspicion by humanity - that means NT.
  • Many traditions are left vague by design; use this, but do not abuse this.
  • Find solace in the fact others of your kind are aboard if and when they are.

Important Racial Terminology:

  • Clans: the last-name portion of an Unathi identity, and their first loyalty.
  • Guwandi: exiles from the Clans.
  • Heretics: Clans exiled from the Kingdoms. AKA Rissthaktak.
  • Khaanepo: King. Male leader of a Clan, holding broad power.
  • Matriarch: Female leader of a Clan, in charge of education and property.
  • Kruzkzuz: "Arbitrators" of Kingdom law and planetary governors.
  • Redeemers: a secretive order of Unathi that are apart from the Clan structure.

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Author: Merne23