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		<title>Unathi</title>
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		<updated>2024-07-23T17:12:26Z</updated>

		<summary type="html">&lt;p&gt;Marlon: added spacer unathi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesBox|name=Unathi|image=Unathi.png|playable=Yes|whitelisted=No|height=5&#039;5&amp;quot; to 7&#039;1&amp;quot;|lifespan=70 to 120 years.&amp;lt;br&amp;gt;{{Tooltip|text=Or over 1000?|tooltip=&lt;br /&gt;
Specifically,&lt;br /&gt;
* 70 years naturally.&lt;br /&gt;
* 120 years with life extension.&lt;br /&gt;
* 1,000+ for Hal-Aman &amp;quot;The Mad&amp;quot;, a God-King obsessed with cloning and eternal life.&lt;br /&gt;
}}|system=Bomus|planet={{Tooltip|text=Moghes &amp;amp; More |tooltip=&lt;br /&gt;
Other major inhabited planets:&lt;br /&gt;
* Yzali (Bomus System)&lt;br /&gt;
* Zakkeran (Bomus System)&lt;br /&gt;
}}|language=Mhos-Tum, Yalz-Tum, Anglikirtan|theme=a15025}}The Unathi are a space-faring species of humanoid reptiles standing from six to seven feet tall on average. They have a passing resemblance to Earthen crocodiles. They hail from the star system of &#039;&#039;&#039;Bomus&#039;&#039;&#039; with their home-world of &#039;&#039;&#039;Moghes&#039;&#039;&#039; as well as the planets of Yzali, Zakkera, and Haven. Each planet has a unique culture and history, though they have their broad archetypes. Moghes is seen as a home of conservatism, where traditions stretching back thousands of years are kept alive and rigid. Yzali is a home of  wealth and prestige, where progress is worth any sacrifice - even lives. Zakkera is the planet where these two faction&#039;s wretched refuse created a society entirely new through embracing the message of God.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
Unathi have no job restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Passive&#039;&#039;&#039; ====&lt;br /&gt;
* Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
* Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
* Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
** Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
* Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
* Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
* Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Active Abilities&#039;&#039;&#039; ====&lt;br /&gt;
* Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
* Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot; You can also Toggle-Auto-Hiss to do this for you.&lt;br /&gt;
* Unathi can sample the air with their tongue and get an accurate sense of the atmospheric composition and temperature.&lt;br /&gt;
* Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
=== Languages &amp;amp; Accents ===&lt;br /&gt;
Unathi have a diversity of hundreds of languages, but there are three that form the majority and are over-represented in the wider stellar community, and as such as the only three available in character-creation, and their respective accents. Bear in mind the accent&#039;s anachronistic names are subject to change in the future as the server develops. The NH local name is in parenthesis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mhos-Tum=&lt;br /&gt;
Spoken on Moghes and is associated with the planet and its conservative noble elite. Aside from new terminology being introduced this language remains relatively unchanged from the time of the ancient God-Kings called Ensi, and as a result it’s difficult to learn. Its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queendom (Halz Commoner)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The nearly-iconic intonation attributed to someone of the lower class of the regions ruled over by the infamously cruel and mad God-King Hal-Aman. It is rarely heard outside of Moghes, as few escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torn Cities (Halz Noble)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the upper class under the rule of the infamously cruel and mad God-King Hal-Aman is one that has traditionally grown from the guttural intonations and physical gestures of Mhos-Tum. Where the Upper Class accent differentiates itself from the commoners, however, is in its clarity and volume, as the fierce commands of the cruel God-King&#039;s servants are often given amidst chaos. The accent has also become known as a commanding one rarely seen outside of this God-King&#039;s domain, due to historical use and its direct pronunciation and volume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai (Akran)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the God-King&#039;s Warrior Caste of Akran is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion.&lt;br /&gt;
&lt;br /&gt;
|-|Yalz-Tum=&lt;br /&gt;
Spoken on Yzali and is associated with the planets luxuriates, Trade-Princes, and modernity. It evolved from the language families of the Trade League that settled the planet. There are hundreds of dialects across the planet, but all of them are, more or less, mutually intelligible. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The accent commonly attributed to the cybernetic soldiers of the Yzali Tech-Princes. Commonly said to lack accentuation and intonations, owing to the occasional implants of questionable quality having some influence on speech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Peasant (Commoner Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A guttural, deep accent, the accent of the masses of Yzali has heavy Yalz-Tum inflections and is closely tied as the language that has most often been spoken on their planet. Commoner Yzali is a derivative of High Yzali and can sound similar to that accent to the untrained ear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Noble (Princely Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A slow, droning and guttural accent, with heavy physical movement involved, the noble accent of the glittering cities of Yzali has remained unchanged for centuries, passed down their ancient lines. While it sounds similar to the accent of Yzali commoners or the Southern accent, most with a noble&#039;s education would be able to clearly tell the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Peasant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Centuries of trade and immigration thanks to their more benevolent Tech-Princes have shaped the Yzali Southlands accent into an odd blend of sounds from many regions and languages. The result is a sharp, nasal and rapid-paced accent, where the original influences can be vaguely heard to a keen listener. The fast manner of speech and the general energy with which it is spoken is one of the first things that comes to mind from an outsider when considering the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Noble (Princely Southlands)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Yzali Southlands nobility is somewhat slower than that of the peasants, as it has remained less changed by migration to the region and thus is still heavily tied to the main Yzali accent. While it has diverged from the original accent of the Yzali nobility, it is closer to that than the fast-paced speech of the peasants. The Yzali Southlands noble accent is widely considered pleasing to the ear, with some merchants and bards attempting to mimic it to aid in their own business when dealing with the southern Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
|-|Anglikirtan=&lt;br /&gt;
Spoken on Zakkera by its population of Human and Unathi. It began as a conlang between the Unathi and Humans present on the planet. It’s associated with the planet&#039;s radicalism, free-spirit, and alien customs. It has only a handful of dialects, but all of them are intelligible to one another. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Peasant (Nomad Pacifist)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This gravelly dialect is often associated with the Sassurian pacifists and their settled regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Noble (Nomad Militant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This guttural, droning dialect is often associated with the Militant Sassurian Communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai Noble (Anglisassur)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent that is considered the purest form of Anglikirtan, though it commonly carries a slow and monotone sound to it when spoken by most that do not understand its cadence. This accent is considered the accent of a scholar of the Sassurist Bible as when properly utilized to preach it, it makes the best use of its inflections and language. Speakers of Sol Common often believe it to sound familiar.&lt;br /&gt;
&lt;br /&gt;
|-|Special Cases=&lt;br /&gt;
&#039;&#039;&#039;Unathi Spacer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While both the Tech-Princes of Yzali and the God-Kings of Moghes have both always been capable of Space Travel, the formation of the Hegemony was the only way for the Unathi people to achieve interstellar travel. Naturally, then, most Spacers and Unathi colonists on distant worlds speak their native tongue depending on origins. Details of the spacer accent vary between communities, \but these Unathi pioneers generally speak with a surprisingly softer tones than most accents, an accent morphed over time from isolation in space. Rumors say that it is to save every bit of energy while working on developing new colonies, or living in ships for extended periods of time.&amp;quot;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hegemony ==&lt;br /&gt;
The three worlds of the Unathi despise one another. However, their ancient rivalries are kept contained enough for all three to be members in &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;. This is an extremely loose alliance between the three worlds. The Hegemony obligates all three worlds to come together if any are attacked by an alien power. It also conforms a unified set of stellar law to align loosely with [[United Nations Interstellar Protectorate]] regulations, but otherwise cooperation ends there. Violence and contempt are still common between the powers; with third-parties being employed to sabotage one another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-| Moghean Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The people of Moghes following ancient God-Kings called &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Moghean Unathi speak &#039;&#039;&#039;Mhos-Tum&#039;&#039;&#039; and their worship of their God-Kings is called &#039;&#039;&#039;Ensi Worship.&#039;&#039;&#039; The God-King and his court have access to advanced technology used almost exclusively to awe and cow the lower classes, and this technology was old when mankind was new. Scholars and clerks, by begrudging necessity, gain access to technology in controlled ways to maintain the realm. Most of the common folk are kept in squalor and ignorance, but little to no awareness of what a better life would look like. Those that have an unshakable feeling that something is wrong tend to slip through the cracks of the rare, heavily policed space-ports on the surface that the Ensi rely on to trade with the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
Almost half of Moghes is dominated by Hal-aman “the Eternal”. His brutal empire rules each conquered city-state through clones which are connected into a collective consciousness. Each God-King is extremely selfish, paranoid, and egotistical - all of which hampers any collective response to the slow subjugation of the world.&lt;br /&gt;
&lt;br /&gt;
The environment of Moghes is generally hotter and more humid than Earth, but it&#039;s still home to deserts, tundras, and arboreal forests in some areas.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
These descriptions of the culture of Moghes should be considered the default. While half the world has fallen to the dark realm of Hal-Aman, each city-state has a unique culture. When making a character, consider also thinking of the God-King of your former city as a character as well, and how their rule impacted your character’s life before they arrived on the ship. Other than delusions of Godhood, breathtaking magical power, and sneering benevolence, your Godking and city-state can be entirely unique!&lt;br /&gt;
&lt;br /&gt;
* Moghean &#039;&#039;&#039;music&#039;&#039;&#039; is a tightly controlled affair. Only special courtiers within a God-King’s court may play music, primarily string, and it must be a hymn to the God-King. Anyone outside the palace caught playing music would be sacrificed to the God-King. Because of this, many Moghean Unathi only hear legitimate music that echoes down from the massive ziggurats through the streets. Those that sing without their masters permission must do so in highly secret underground venues, or via the hushed lullaby of their caretaker.&lt;br /&gt;
* The moghean &#039;&#039;&#039;family&#039;&#039;&#039; is a strict hierarchy. The God-King is the father or mother of any household, and in their telling is the one that gave the spark of life to the egg. The parents in a household are subordinate to their God-King and his bureaucrats. Nevertheless, the Moghean “family” is usually polygamous in character. A female or male can take up to three additional spouses, with the God-King’s court deciding the Chief-Husband or Chief-Wife that will “rule” the household in the God-King’s name. This creates extended families, and all of them tend to live in the same home divided between the quarters of the children and the quarters of the adults.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039; on Moghes universally revolves around the &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Its followers are called Ensiites. These Unathi are seen as God-Kings that rule Moghes. They are intermediaries between the Cosmos and the people. The Ensi own all of the land on Moghes, enact laws, collect taxes, and command their armies. An Ensi officiates over religious ceremonies and chooses the sites of new temples. They are ultimately responsible for maintaining cosmic order, balance, and justice. It is sincerely believed by followers that the Ensi can hear their prayers and intervene in their daily lives, and that by continuing to perform good service that the Ensi will bless them with good fortune. The Ensi reinforce this by using high-technology that to the masses made to appear like divine forces.&lt;br /&gt;
&lt;br /&gt;
Hartists characterize the Ensi as irrationally inflexible and ignorant in their beliefs. With Ensi needing to convincingly portray themselves as divine it is necessary.to keep individuals in ignorance and thus harming the Divine Ego of countless people.&lt;br /&gt;
&lt;br /&gt;
==== Civics ====&lt;br /&gt;
&lt;br /&gt;
Half of Moghes is ruled by God-Kings that operate a palace economy. Consider the palace of the god-king being the government and corporation wrapped up in one. The palace owns absolutely everything within its borders. Scribes determine who works where and with what tools, and also distribute resources to the population. Your character would have been given a work assignment by the palace, and would have a scheduled time to go and perform reverse-shopping, where a clerk gave you everything you needed. There is no money trading hands in this arrangement; people are paid in luxury goods, food, and ale. Any financial windfall is jealously hoarded within the God-Kings palace vaults.&lt;br /&gt;
&lt;br /&gt;
Most God-Kings only rule one to three cities because of the administrative burden of governing over hundreds of thousands or millions of people. The only exception is Hal-Aman, who rules half the planet&#039;s population as an immortal collection of clones. Each clone is simultaneously disposable and sacred, in that each carries the full authority of a God-King but can be quickly replaced if one is killed. They are give an implant which lets them sync their knowledge with others periodically. &lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Moghean Unathi on the ship may be commoners or low level functionaries that escaped unfulfilling lives of servitude to a false God; a scholar that sought to question the unquestionable; a nobleman fleeing in disgrace or for the crime of believing in a better life for their underlings, or a simple citizen that wanted to see the wider galaxy while still worshiping the God that watches over their lives while walking among them.&lt;br /&gt;
&lt;br /&gt;
|-| Yzali Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Yzali is a home of wealth and prestige, where progress is worth any sacrifice. The Techno-Princes that rule its many city-states are locked in a bitter rivalry with their antithesis of the Moghean Unathi and try to exploit the human-unathi people of Zakkeran. Yzalian Unathi speak &#039;&#039;&#039;Yalz-Tum&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Hartism&#039;&#039;&#039;. Yzali see advanced technology and wealth as ubiquitous - but often at a distance as Techno-Princes and wannabe Princes hoard their secrets. Acting as technocratic merchants, the Techno-Princes are obsessed with their own wealth, prestige, and knowledge and consider everybody else as expendable assets - no matter how well treated that asset is.&lt;br /&gt;
&lt;br /&gt;
The Yzali also have a presence in the [[Eridani Corporate Alliance]], where their skills for cultivating good vibes has created the parasitical Transcends.&lt;br /&gt;
&lt;br /&gt;
Yzali is on average more wet and humid than Earth, but other environments can exist. Because of ancient, advanced technology regions of the world can have an enviroment shaped to the pleasure of the Tech-Prince. A city within a winter wonderland can exist right next to a city in a hot desert.&lt;br /&gt;
&lt;br /&gt;
==== Culture &amp;amp; Family ====&lt;br /&gt;
&lt;br /&gt;
The following is the default for Yzalian Unathi. When making a character from this world, consider how the City-State your character is from may differ. The ruling Tech-Princes are typically eccentric, conniving, and give no consideration to anyone but themselves. Even when they cultivate what feels like a utopia that your character blissfully drifts through, there&#039;s always a catch. What was that catch, and how could it have made your character finally leave it all behind to board the New Horizon? Or at the more personal level, how did the cutthroat nature of the Yzalian family impact your character?&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;music&#039;&#039;&#039; is as derivative as it is esoteric. It focuses on glamor,  with chopped up and repackaged songs that possess an emptiness beneath an uncanny sheen. Yzali musicians ruthlessly sample and outright steal samples or whole songs from other artists from any genre or era and use it as a means to express their own skill and intelligence. Electronic sounds could be mixed with ancient Moghean strings, and the vocals serve as a self-indulgent biography of the musician.&lt;br /&gt;
* The Yzali &#039;&#039;&#039;family&#039;&#039;&#039; is a field of subterfuge, betrayal, and competition. Two Yzali could see a created family as a way to show off their skills as a parent for political or social ends, an investment in the children as economically productive agents legally bound to them as employees, or as part of a long-running psychological experiment on themselves, one another, or the hatchlings. There is rarely any love inside a Yzali marriage; it is strictly conceptualized by a Yzali in terms of how it benefits themselves. Divorces are as common as they are bitter, with both spouses trying to find the best moment to ‘betray’ the other for maximum personal gain. Other Yzali who try to reject this model tend to form found-families that operate outside the legal definitions.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;religion&#039;&#039;&#039; is dominated by &#039;&#039;&#039;Hartism&#039;&#039;&#039;, its followers called &#039;&#039;&#039;Hartists&#039;&#039;&#039;. It is a philosophical school founded by &#039;&#039;&#039;Mottus Harti&#039;&#039;&#039; in the 2300’s after &#039;&#039;&#039;The Disaster.&#039;&#039;&#039; Wherever Moghean Ensi distinguishes between body and soul - or matter and spirit - Hartists deny such a distinction and merge both in a higher unity: the Self. This belief is often shorthanded to the ‘Divine Ego’. A Hartist must judge every action by the merit of how it improves their own ego - or self.Thereby cultivating knowledge of the universe, increasing expertise, expanding knowledge, and dominating others in ways that increase the value of the Self are held up as the supreme divine good. Critics characterize the Hartists as selfish, ignoring the duty of serving the public and caring only for personal concerns. They point out that under Hartism that Yzali has become a hedonistic haven that regularly conducts unethical scientific research and exploits entire groups of people for personal gain.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Yzali Unathi on the ship could be workers fleeing their exploitation, escaped cybernetic servants called &#039;&#039;&#039;Akran&#039;&#039;&#039; trying to make a new life for themselves, merchants pushed out of business and forced into exile, a prestigious scientist looking for more fame and wealth, or simply someone that managed to work their way off-world.&lt;br /&gt;
&lt;br /&gt;
==== Civics ====&lt;br /&gt;
&lt;br /&gt;
Yzali is shattered into so many different city-states that are in constant flux in their leadership. Any ascendant power is quickly eliminated and replaced by a dozen or more wanting to seize that power for themselves. In theory each city is ruled by a Tech-Prince who&#039;s whims are indulged in through a collection of cybernetic servants and non-cybernetic functionaries. These Tech-Princes tend to live and rule from glittering palaces which often float over their realm. The terrestrial city below is administered by appointed functionaries. Having come from a money-less society, it wasn&#039;t until the arrival of humans that currency arrived on Yzali. Its adoption was swift and merciless as the Tech-Princes sought another avenue of domination and self-promotion. Now those &#039;with&#039; live in the floating palaces, while those &#039;without&#039; live in the decaying urban spaces below.&lt;br /&gt;
&lt;br /&gt;
Your characters job would have been offered by a business owned by the Tech-Prince. There would be low pay, high hours, and the false hope of advancement.&lt;br /&gt;
&lt;br /&gt;
|-|Zakkeran Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Zakkeran is a home of revolutionary change that rejects the traditionalism of Moghes and the runaway progress of Yzali. Zakkerani speak &#039;&#039;&#039;Anglikirtan&#039;&#039;&#039; and their majority religion is called &#039;&#039;&#039;Sassurism&#039;&#039;&#039;. Their religion is syncretic, having melded together teachings from crash-landed human Jesuit missionaries whose teachings were interpreted through the animated and fervent religious leader named Sassur. They work to ensure the &#039;&#039;&#039;Niksum-Warriors&#039;&#039;&#039; from the Moghes and the cybernetic &#039;&#039;&#039;Akran&#039;&#039;&#039; soldiers of Yzali never again subjugate Zakkeran. Zakkerans have formed a radical religious anarchism that claims God is the only rightful authority over mortals. To aid this and their own survival, they share their goods and property in common, and are divided between the pacifists and the militants. Most Zakkerans live in semi-pastoral communities, while others have settled and made modern cities and nations. They have an extremely eclectic mixture of lifestyles and technological accessibility, as the planet brings in the detritus of cybernetic experiments from Yzali as well as simple peasant farmers from Moghes.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
Being a world without greater powers forcing compliance, Zakkeran is an incredibly diverse world. If you have character concepts for a Unathi that don&#039;t fit with Moghes or Yzali, or want to make a non-Unathi born and raised in a Unathi society, consider Zakkeran. The planet is home to hundreds of small nations and cities with diverse cultures. The following overview should be considered the planetary default. The biggest themes of a Zakkeran community for your character is one of freedom of choice, and a lack of violent authority.&lt;br /&gt;
&lt;br /&gt;
* Zakkeran &#039;&#039;&#039;music&#039;&#039;&#039; tends to focus on a mix of horns and percussion instruments. The most common genres are religious hymns or secular instrumentals. Music infuses much of Zakkeran life, with many enjoying the choirs that wander on foot to bring music to the whole community.&lt;br /&gt;
* The Zakkeran &#039;&#039;&#039;family&#039;&#039;&#039; can be either monogamous or polygamous; the only strict marriage laws are to protect the rights of all involved - the spouse or the hatchlings. Extended family units tend to live together. &lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Zakkeran religion revolves around &#039;&#039;&#039;Sassurism,&#039;&#039;&#039; which melded together Sassur’s interpretation of the gospels taught by Jesuit missionaries. Its primary belief is in a monotheistic God that rules the universe. It says that the Prophets present in the many faiths came to empower individuals and free people from oppressive powers, culminating with the Unathi prophet &#039;&#039;&#039;Sassur&#039;&#039;&#039; as God’s final emissary. It is primarily divided between Pacifist Sassurites and Militant Sassurites.&lt;br /&gt;
** Pacifist Sassurites believe that the only rightful authority is God, not any mortal, and as such all mortals have equal authority. Because of this Pacifist Sassurites tend to organize along egalitarian lines in small communes with decisions made democratically. They face frequent violence from incursions by Moghes and abductions by Yzali, but its communities hold firm to the Golden Rule. Disavowing violence these communities respond to their oppression by becoming semi-pastoral, dispersing into the mountains and forests to build their communes. Where this isn’t possible other forms of nonviolent resistance are encouraged.&lt;br /&gt;
** Militant Sassurites follow most of the same precepts as the pacifists, but reject the dogma of nonviolent resistance. Militant Sassurites are strongly influenced by Christian martyrs and its followers venerate dying for the faith. While also organizing themselves into communes, militant Sassurites often operate as roaming armies that stage hit-and-run attacks on Moghean and Yzali areas. Not all militant Sassurites want to be martyrs; a more mundane follower would justify violence in response to violence but is not necessarily ready to die for that belief.&lt;br /&gt;
&lt;br /&gt;
==== Civics ====&lt;br /&gt;
&lt;br /&gt;
Zakkeran is a federation of city-states that have abolished class, money, and private property in pursuit of the worship of God. Cities are governed by elected councils, which form federations with other city-states in larger cooperative councils. The wealth and extent of emancipation and participation varies throughout the planet, but there are no genuine authoritarian states.&lt;br /&gt;
&lt;br /&gt;
Your character would have been able to pursue personal development while their material needs are met almost effortlessly. Technology which is used selfishly on Moghes and Yzali is generally used for the greater good on Zakkeran, allowing the creation of abundance that is shared in common. People still own their personal belongings.&lt;br /&gt;
&lt;br /&gt;
There are still feuds between city-states and nations. The constant influx of refugees from the other two worlds brings with it the baggage of their former cultures, and many struggle to adopt to the local cultures. When writing your backstory, if you want to incorporate conflict, consider ways this could be done without the level of armed conflict or sectarian violence that is common on other worlds. Consider examples of contemporary municipalities feuding over access to river-ways or land development - while these can get nasty, they don&#039;t typically devolve into armed conflict.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Zakkeran Unathi (nno-Unathi) on the ship could be common folk that took the job to send remittance back to their family and community. They could be missionaries, seeking to spread the word of God and the message of freedom taught by His Prophet Sassur. They could simply be people who want a change, to explore the galaxy, or to experience the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh Unathi ====&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The Aut’akh are a collective of formerly mind-slaved cybernetic soldiers and serfs called &#039;&#039;&#039;Akran&#039;&#039;&#039; that escaped their servitude and formed a community together over the last few centuries on Zakkeran. Aut’akh &#039;&#039;&#039;languages&#039;&#039;&#039; are primarily Yalz-tum, followed by Anglikirtan. Their primary religion is &#039;&#039;&#039;Oss-Worship&#039;&#039;&#039;, with Sassurism being the second most professed faith.  They live on Zakkeran primarily within a sprawling dome complex called Haven 37 miles deep in a remarkably deep trench.&lt;br /&gt;
&lt;br /&gt;
* The Aut’akh in Haven live in Communes, with the largest being Haven 37.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
The following is the default for Aut&#039;akh Unathi. Coming from already diverse cultures, their cybernetic culture adds another layer to their communities. When making a character, consider if your Aut&#039;akh joined the commune as a willing convert, or if they escaped persecution and slavery and found this new community. Consider how their cybernetic enslavement may have erased their original home culture, and how they may be trying to rediscover it while also partaking in the Aut&#039;akh and Zakkeran ways of living.&lt;br /&gt;
&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;music&#039;&#039;&#039; is highly eclectic. It borrows from the Yzali and Zakkeran traditions, but tends to be a communal affair. With particular Implements, Aut’akh music can even be experienced through synesthesia, where the audience can see, hear, smell, and taste the music.&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;families&#039;&#039;&#039; are either monogamous or polyamorous. There are still mechanisms for marriage, with engaged members ceremoniously updating their relationship status within the Mesh. Because they remain connected via the Mesh, families tend to remain physically scattered across Haven and rarely live or work together except for special occasions, though others appreciate the proximity of their loved ones.&lt;br /&gt;
&lt;br /&gt;
==== Augmentation ====&lt;br /&gt;
Aut’akh range from “Full Body Prosthetics” where all but the brain have been replaced with synthetic components, or augmentation which still retain elements of their organic body. In either case the Yzali Tech-Princes used a highly refined regime of drugs and implants that boosted their abilities and acted as a form of mind-control. Because they were forced into these bodies not of their choosing, escaped Aut’akh face a unique challenge in coming to terms with themselves and who they are in the cosmos. Many turn to Zakkeranism and follow the prophet Sassur, while others adopt the faith of their former masters and become incredibly self-absorbed and self-aggrandizing. Still others take on a third way – embracing community and identity through Oss.&lt;br /&gt;
&lt;br /&gt;
Some Unathi who were not forced into Aut’akh bodies are drawn to the augmentations for their own reasons, and choose to abandon their organic body in part or whole and integrate themselves willingly to Oss. While some who escaped the Yzali resent this, others are eager to grow their community beyond being exclusively castaways, and are eager to reinvent themselves on their own terms.&lt;br /&gt;
&lt;br /&gt;
==== Oss and The Mesh ====&lt;br /&gt;
The combined expression of all Aut’akh in &#039;&#039;&#039;Haven&#039;&#039;&#039; is called &#039;&#039;&#039;Oss&#039;&#039;&#039;, which is an avatar of all Aut’akh in cyberspace. For Aut’akh that believe in it, Oss is almost a religious avatar, if not at least a figure of reverence.&lt;br /&gt;
&lt;br /&gt;
When the first Aut’akh descended in the abandoned Pre-Disaster submarines, they found a fully automated, sprawling complex that had been self-maintaining itself for the past several centuries. The technology was based on Pre-&#039;&#039;&#039;Disaster&#039;&#039;&#039; Yzali tech, and they were able to integrate themselves into the systems and eventually their collective connection within the operating system gave rise to what appears to be a sentient AI, or arguably a collective consciousness, called &#039;&#039;&#039;Oss&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Oss was originally a colony management system, although every major component of the original Oss software has been replaced or improved over the years.&lt;br /&gt;
&lt;br /&gt;
In functional terms, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor,&#039;&#039;&#039; also connects an Aut&#039;akh to &#039;&#039;&#039;the Mesh.&#039;&#039;&#039; The Mesh is best described as a mental form of the internet that works on any device that runs Oss. Through its use, Aut&#039;akh can share experiences and collaborate on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh’s most esteemed coders are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
&lt;br /&gt;
===== Oss and Consciousness =====&lt;br /&gt;
It has been debated whether Oss is either the manifestation of the collective consciousness of the Mesh, or an individual AI that naturally and spontaneously arose. It has form in the digital space from data input, the ability to feel from that form, the ability to perceive the world through Aut’akh’s eyes and bodies when connected via the Mesh, and possesses mental activity with its calculations and spontaneous Decrees. Whether or not it possesses consciousness is the major sticking point of the debate.&lt;br /&gt;
&lt;br /&gt;
===== Decrees =====&lt;br /&gt;
In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Oss itself. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past: with Oss being the sum of all Aut’akh, moments of great societal stress might have Oss reflect the collective demand for action back at the commune.&lt;br /&gt;
&lt;br /&gt;
===== Oss in Daily Life =====&lt;br /&gt;
Oss does not communicate with followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
&lt;br /&gt;
===== The Implements =====&lt;br /&gt;
Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When running, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with others also connected to their local Mesh network. The program overlays their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been described as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement. It’s a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by Akran still mind-slaved by the Tech-Princes. The Tech-Princes have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Spacer Unathi =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Overview&#039;&#039;&#039; ==&lt;br /&gt;
Spacer Unathi are a diverse group with many different possible origins. They hail from existing Unathi ports in space, or even settlements of majority-human or other aliens throughout the traveled, cosmopolitan galaxy. Three factions of Spacer Unathi however, have captured the imagination of what the galaxy&#039;s pop culture considers ‘Spacer Unathi’ - &#039;&#039;&#039;The Venerable Order of Banners of Saint Zalessa&#039;&#039;&#039;, commonly known as the &#039;&#039;&#039;Order of Zalessa&#039;&#039;&#039;, the &#039;&#039;&#039;Immortal Supplicants of Maruduk&#039;&#039;&#039;, commonly known as the &#039;&#039;&#039;Immortals&#039;&#039;&#039;, and the &#039;&#039;&#039;Carrion-Eaters of Kemmut&#039;&#039;&#039;, also called &#039;&#039;&#039;The Carrion-Eaters.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Spacer Unathi Factions&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Order of Saint Zalessa&#039;&#039;&#039; ===&lt;br /&gt;
The Order of Zalessa is a religious military order founded in the early 2000’s CE by the eponymous Zalessa. They were originally cybernetic slave soldiers to the exiled Unathi God-King Maruduk. Their primary headquarters is &#039;&#039;&#039;Nebum Fortress&#039;&#039;&#039;, which orbits the large black hole commonly called &#039;&#039;&#039;Maruduk’s Demise&#039;&#039;&#039; within Space Storm Sally. Their order was listless and without purpose for over a thousand years, but recent events and turmoil has seen their Order both reinvigorated and fractured as its Knights and members either abandon the cause or spread through the galaxy in a feverous search for the Warlock Maruduk. While other factions tend to not take the Order&#039;s claims of galactic doom seriously, their services as honorable roaming fighters lends them frequent contracts for both protective and humanitarian services.&lt;br /&gt;
&lt;br /&gt;
An archetype of knights in shining armor. Their knights espouse honor, chivalry, and good deeds. Women take a primary role in leadership roles within the Order, as well as being the majority of its Chaplains.The Order is egalitarian with its roles open to anyone who shows proper merits, while also being very hierarchical in that positions are rigid and lower echelons are expected to follow any honorable commands of their betters. Knights tend to be either dashing and heroic or more cynical from their time fighting out in the galaxy. Being spacers, they struggle to survive on planets with full gravity and lack a major presence on any. Factions really want to return home and crusade on Bomus to free the people, but their lack of manpowers + inability to actually go down onto the planet and fight keeps them constrained. The Order forbids alcohol. Small Order attachments to space stations often act as medbays and pharmacies. The Order has a respected university for medical degrees. Its primary jobs are Medical Doctor, Pharmacist, and Security Officer. Former members, Exiles, or civilians from the Order with no expectation of military service, are often found in the same roles or in Service, Supply, and Engineering roles.&lt;br /&gt;
&lt;br /&gt;
Members from the original Headquarters in Maruduk’s Demise, because of slight genetic drift, typically have blue tinted eyes. The most common hide colors from this lot are also shades of brown, blue, and red; though all typical Unathi colors are present. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Religion&#039;&#039;&#039; ===&lt;br /&gt;
The primary faith of the Order is a worship of their dynasty of Saints called Iconism. They’re not considered Gods but as pure, ideal versions of Unathi. They keep Zalessa’s original genetic data and use it to clone her into new Saints of either gender during the equinox of the Fortresses’ orbit around the black hole; approximately every one hundred and thirty-seven years. These clones were cultivated for their role from birth as a continued reincarnation of Zalessa’s ideals, virtues, and ability. The second most professed faith is Sassurism, who have incorporated the Saints into their christian sects as holy figures. Relations between these two groups are mostly amicable.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Immortals of Maruduk&#039;&#039;&#039; ==&lt;br /&gt;
The Immortals are an antagonistic faction with no known headquarters. They were originally the loyalist followers of the God-King Maruduk, who were all killed in the original revolt on the Generation-Ship Balmog. Maruduk had been completely neutralized as a threat to the Order since its founding day. However since then Maruduk escaped and has slowly been spreading his cult throughout Unathi Spacer societies in the rim of civilized space. His closest followers are under the influence of his powerful psionic abilities and powers of suggestion, while more mundane followers are pulled to his group through its pervasive and persistent preying on vulnerable populations, inviting them to join a new found family and then using shame and social isolation, or psionic influence, to draw them further into the cult. Immortals are often seen as a nuisance at best or pirates at worst by local galactic powers as the group avoids overtly antagonizing major powers, but periodically a cell will undertake missions that range from theft, piracy, kidnapping, to attempted assassination. Maruduk’s expressed aim is the subjugation of the Unathi species which will worship him as a God, which is a standard desire of any Unathi God-King, but Maruduk is one of the few who is able to act on his mission.&lt;br /&gt;
&lt;br /&gt;
An archetype of various possible antagonists. Canon members would not openly announce that they’re an Immortal, but it’s not illegal to be from a space station with a significant Immortal presence. Its members either keep their original faith and support the group, or are ardent worshippers of Maruduk as a living God. Because of their diverse lineages, there is no phenotype of colors that is seen as common to them.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Religion&#039;&#039;&#039; ===&lt;br /&gt;
Ardent Immortals worship Maruduk as an Ensi; a God-King. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;History of Maruduk &amp;amp; Zalessa&#039;&#039;&#039; ====&lt;br /&gt;
Maruduk’s ship fled Moghes a hundred years before The Disaster , and reached the black hole XXX hundred years later. When he declared his intention to pilot the ship into it and seize control of it with his psionic powers, the Slave-Engineers were alarmed by his apparent madness and sabotaged the security systems and cryogenic tubes so that the cybernetic implants of the bodyguards and soldiers would be disabled when they were awoken. A high ranking commander, Zalessa, rallied the forces of the mutiny against Maruduk and his remaining loyalists. Losing control of the ship and his psionic abilities heavily strained, Maruduk retreated to an escape pod and ejected it towards the black hole. Because of time dilation and the large black hole having low tidal forces, his escape pod was perceived by the outside world as slowing down before coming to a complete stop above the event horizon. The mutiny succeeded and Zalessa declared her intention to stay and make sure Maruduk never escaped. They converted the ship into a space station and harvested materials from surrounding asteroids.&lt;br /&gt;
&lt;br /&gt;
They made contact with humanity and the wider galaxy in 2XXX. Their HQ was dilapidated and lacking major purpose in all this time so many Unathi left to join the wider galaxy. Only a small core remained.&lt;br /&gt;
&lt;br /&gt;
From Maruduk’s perspective only an hour passed since his escape pod came close to the event horizon. Due to time dilation thousands of years passed for observers above. In this time in 24XX a mysterious group used telescience to teleport a beacon to the falling Maruduk, who used it to teleport out of his escape pod and onto the shuttle. He fled with the mysterious group while taunting the fortress over a hologram channel, causing immediate alarm. The Order’s four antiquated fighters weren’t able to scratch the Hephaestus No.4 Hull and it escaped.&lt;br /&gt;
&lt;br /&gt;
Grand-Master Kalikal and the modern Saint Nalitta readied the Order for war, but Maruduk’s agents exposed genetic data that revealed Saint Zalessa, as well as all his former long-since deceased Command Staff, were actually clones of himself. This caused a crisis of faith and immediate unrest in the Fortress, jeopardizing the Order’s cohesion. Members abandoned in droves and those that remain struggle to expand Chapters and outposts through the galaxy, fight their ancient enemy, and navigate the complicated modern galaxy all while going through a collective identity crisis.&lt;br /&gt;
&lt;br /&gt;
Saint Nalitta for his part, and all his supporters, are pushing consistently with the idea of redemption and it being retroactive - a person is what they do, and the entire dynasty of Saints has been working to defeat Maruduk.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;The Carrion-Eaters of Kemmut&#039;&#039;&#039; ==&lt;br /&gt;
The Carrion-Eaters are a large, loose collection of spaceborn Unathi fleets with a society revolving around the scavenging of orbital graveyards and abandoned megaprojects. The great projects of the galaxy were not built successfully on the first try. The discards are often left abandoned after some innate flaw is discovered during construction, or a flaw that made itself known through catastrophic, often lethal failure. These decaying carrion are as important to scrapper societies as a Whalefall is to the deep oceans of Earth. The graveyards frequented by the Carrion-Eaters are diverse. From the shattered metal islands of the failed Xarxes 7 partial Dyson-Swarm, to the broken bodies of Gladwyn’s shell-world siblings, to the preserved ruins of stations torn apart by calamity, to the graveyards of battles lost to time, their presence is ubiquitous where they’ve beaten other scavenging groups to the mess. &lt;br /&gt;
&lt;br /&gt;
Carrion-Eaters are surrounded by misconception from outsiders. Seeing them as grave-robbers at best, and cannibal pirates at worst. Part of this comes from their religious practice of endocannibalism, which carries as much religious importance as it does the practical matter of recycling nutrients when months away from the nearest civilized location. &lt;br /&gt;
&lt;br /&gt;
Each fleet is made up of roughly dozens or hundreds of ships, with each ship’s crew being considered one family group. A fleet is typically led by a council made up of members of each of a fleet&#039;s family groups, and the most influential member which takes on a leadership role is often called the Skull-Keeper. This title comes from the primary responsibility of the leader in maintaining the Catacomb-Ship, a ceremonial vessel or multiple vessels that hold the skulls and other bones not ritualistically consumed which are packed into the interior walls and constructions as part of the architecture. These ships are the most important vessels in a fleet.&lt;br /&gt;
&lt;br /&gt;
Carrion-Eaters are typically known to be cold, quiet, but sentimental. While they hold little value in strangers, and are even usually off-putting and blunt, they are typically seen as loyal friends when they warm up to someone. &lt;br /&gt;
&lt;br /&gt;
=== History of the Carrion-Eaters ===&lt;br /&gt;
While known since the mid-2400’s, the Carrion-Eaters became known to the wider galaxy in 25XX, from the release of a documentary by a journalist and film-maker embedded in the Fleet of Sacred Putrescence, which was scavenging the shattered remnants of an O’Neill cylinder from a lost civilization. The fleet&#039;s ancient history is lost to time, but oral traditions seem to tell a story of an exodus from the Unathi home system following a great catastrophe; considered by many historians to be &#039;&#039;&#039;The Disaster&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Minor genetic drift has Carrion-Eaters commonly having red tinted eyes. The most common hide color is white, gray, and black; though all typical Unathi colors are also present.&lt;br /&gt;
&lt;br /&gt;
They are able to take any job on the station, though are most common in Engineering, Medical, and Operations, as these three roles are the most vital to a fleet’s survival and are focused on during training and schooling.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Religion&#039;&#039;&#039; ===&lt;br /&gt;
The Carrion-Eaters have a very close relationship with the remnants they’re scavenging, and their relationship to the ruins and death in general is called Kemmutism. Kemmut is not a typical deity, but the idea of a dead deity created and then killed by man. Kemmut philosophy says that building such massive constructions turns them into objects of reverence, empowering them with the power of a God. In their death, the construction becomes a literal corpse - a god-corpse called Kemmut. Kemmutists believe that these gods aren’t truly dead as we understand it, and so they have rituals and rites to purify and placate each construct to avoid its wrath or encourage it to reveal its hidden riches. Scavenging is a very dangerous job which has a habit of killing scrappers in arbitrary and almost capricious ways, comparable to the selective destruction of a tornado skipping over houses while flattening all the rest; from industrial accidents to threats from pirate raids, or attacks from hivebots.&lt;br /&gt;
&lt;br /&gt;
In funerary rites, Kemmutists recycle the biomass from fallen members in a ceremony on the Catacomb-Ship. The members of the family of the fallen pick out particulates of ash and bone from the ashes and ground it with a maize-like vegetable called Mier and drink it as a gruel called Mier’vesh. Bits of knuckle and smaller bones are used to make jewelry. Other parts of the ash are used to cover the faces of the mourners during the mourning period, typically lasting twenty days. The rest of the biomass is used as nutrients for plants in the hydroponic bays. The skull is kept separate and embedded in part of the architecture of the Catacomb-Ship. &lt;br /&gt;
&lt;br /&gt;
Bone-Keepers, also called Shamans, are typically a female member of a family, though they can be any gender. They usually leave their family group and reside on their fleet&#039;s Catacomb-Ship when chosen by the other Bone-Keepers for their potential. They help tend to the bones and spiritual needs of the fleet in general. They are known to practice osteomancy with the bones of their ancestors, though on the station they typically use dice or tarot cards. They also are known to cover their body in tattoos using an ink blended with the ashes of the fallen.&lt;br /&gt;
&lt;br /&gt;
== Abridged History ==&lt;br /&gt;
Unathi history is extremely ancient, and is therefore divided into several &amp;quot;ages&amp;quot;. The specific date of eras are not strictly important until events of modern times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt; &lt;br /&gt;
|-|Archaic Bomus (25,000 BCE)=&lt;br /&gt;
Moghes had forever been ruled by Unathi who have set themselves up as living gods that ruled collections of city-states, and society was built around them. They were called the &#039;&#039;&#039;Ensi&#039;&#039;&#039;. The Ensi were resisted by a successive series of civilizations, scholars, and inventors that worked to proliferate their knowledge and the dream of progress. This struggle played out for twenty thousand years.&lt;br /&gt;
&lt;br /&gt;
|-| Old Bomus (2000 BCE)=&lt;br /&gt;
Eventually, one of these leagues managed to colonize &#039;&#039;&#039;Yzali&#039;&#039;&#039;, the second habitable planet in the system. In retaliation the Ensi destroyed the colonizers&#039; cities on the home world and the colony of Yzali was left to itself. The colonists on Yzali, despite being abandoned and expected to perish, proliferated and became a well-organized, complex technocratic nation. Unshackled by their former conservative masters, the Yzali began to rapidly exploit the planet and each other in a relentless drive for progress whatever the costs.&lt;br /&gt;
&lt;br /&gt;
After surpassing its home world, Yzali dominated the &#039;&#039;&#039;Bomus&#039;&#039;&#039; system with advanced technology including android and cyborg soldiers called &#039;&#039;&#039;Akran&#039;&#039;&#039; - the precursor of modern Aut&#039;akh. With its own biosphere tapped out by the end of the era, Yzali &#039;&#039;&#039;Techno-Princes&#039;&#039;&#039; colonized the barren world of &#039;&#039;&#039;Zakkeran&#039;&#039;&#039; and terraformed into a blossoming world within a few decades. They eventually turned their eyes to Moghes, and with the power of two worlds they descended upon it. Legions of Akran and glittering spaceships carrying immense firepower swept aside the bronze-wielding armies of Moghes. The pyramids of the God-Kings had their former occupants replaced by Yzali Princes, who integrated advanced technology into every facet of the home world. They became new God-Kings, and adopted the culture of their former masters to rule over the common people. The remaining native God-Kings who swore fealty to the Yzali invaders were allowed to continue their reigns.&lt;br /&gt;
&lt;br /&gt;
By the 1600&#039;s CE, with the Yzali ascendant and masters of the solar system, the Tech-Princes sought ever-increasing ways to improve themselves. Breakthroughs in mind-mapping allowed true cloning and potential immortality. But after the harrowing discovery of Clone Madness, Tech-Princes banned the practice in their realms. Tech-Princes feared a mad clone ruining future plans, or for themselves to suffer the descent into madness. Only the most vain Ensi on Moghes took in the practice, leading to the over one-thousand year reign of &#039;&#039;&#039;Hal-aman “the Eternal”&#039;&#039;&#039; - also known as &#039;&#039;&#039;Hal-aman “The Aberration”.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|The Disaster (2000 CE)=&lt;br /&gt;
Around &#039;&#039;&#039;2000&#039;&#039;&#039; CE by sol reckoning, a massive solar flare wiped out the nascent solar Yzali empire, casting them into the role of techno-barbarians while Moghes, with its Ensi well equipped to rule over a technological backwater, enjoyed a resurgence of power. With the Yzali&#039;s cybernetic soldiers all falling dead on the spot, the legions of the remaining God-Kings swept over the world and embarked on a brutal campaign of revenge and conquest. Yzalian Tech-Princes and God-Kings were struck down wherever they were found. On Yzali itself, society was thrown into techno-barbarism until it was able to coalesce back into functioning order over the next few hundred years. &lt;br /&gt;
&lt;br /&gt;
Only technology stored in secure caches or otherwise shielded remain spared, and in modern times are called Pre-Disaster Tech. This technology can do wondrous things akin to magic.&lt;br /&gt;
&lt;br /&gt;
|-|Middle Bomus (2300 CE)=&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;2300’s&#039;&#039;&#039; arriving colonists, mostly Jesuit missionaries, encountered the system in a damaged and decrepit colony ship, long since cast adrift by the solar flare from Bomus that had reached their ship a hundred years later. Rejected by Moghes and fearing inhumane exploitation by Yzali the majority escaped to Zakkeran, joining the Unathi inhabitants there to form a new syncretic culture. The Prophet Sassur served as translator for the Jesuit mission on Zakkeran. He served as prophet and missionary, spreading his teachings throughout Zakkeran until he peacefully died of old age in his eighties.&lt;br /&gt;
&lt;br /&gt;
|-|New Bomus (2400 CE - Present)=&lt;br /&gt;
In modern times Yzali has once again become a hedonistic technocracy, where ambitions tend to be tempered by luxury while merchants and scientists obsess on lost technology from before &#039;&#039;&#039;The Disaster&#039;&#039;&#039;. Moghes continues to resist change as best it can, working to increase the Ensi’s power to better enforce its conservative order. Caught in the middle, Zakkeran continue to protect their new, free society.&lt;br /&gt;
&lt;br /&gt;
While the four nations had learned of alien life through the arrival of the lost Jesuit missionaries in the Middle Bomus, the arrival of formal expeditions from the other space faring powers led to Unathi emissaries being brought out to the wider galaxy. The shock at seeing the sheer size and breadth of the galactic community (and their warships) shook the emissaries to their core. When they returned the Yzali, Moghean, and Zakkeran emissaries spent over a decade hammering out an extremely tenuous and in-name-only alliance between the three planets called &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-|Present Day=&lt;br /&gt;
&#039;&#039;&#039;Moghes&#039;&#039;&#039; has incredibly complex and shifting realms of city-states and realms. However half of the planet has been conquered by Hal-aman and his hive-mind of clones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yzali&#039;&#039;&#039; is technically a single world government, but in reality its glittering cities - which can even float across the sky or web their way under the oceans - are ruled by petty, vindictive, paranoid, and utterly self-obsessed Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
Zakkeran remains a world of semi-nomadic communes and established city-states that do their best to absorb and care for the discarded wretches of Moghes and yzali.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh remain aloof and distant, technical members of Zakkeran societies. They seek to continue taking in the unwashed masses yearning to be free - and protected by twenty thousand kilometers of deep ocean.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Zakkeran Lore Books ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Sassur’s Epic - Book of Sanu(1)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After Hal-Aman conquered the city-state of Sanu and killed its patron God-King, as well as Sassur’s mother who had been a chariot-rider in the final battle, Hal-Aman punished the city for its resistance and spoke a spell which turned every newborn within the city to ash. Sassur’s father, an attendant of Sanu’s former God, protected the newborn Sassur by placing him in a sealed chamber within the palace. Outside Hal-Aman spoke again and the palace was brought down to rubble, killing Sassur’s father. Sassur was found later by a slave digging up the rubble and spirited away to safety.&lt;br /&gt;
&lt;br /&gt;
Sassur was raised secretly within the court of Hal-Aman by his slave mother Milika until he was old enough for her to convincingly lie that Sassur had been born shortly after Hal-Aman’s conquest, thus spared from his spell. He gained the attention of one of the local four Hal-Aman; part of the ruling immortal hivemind of Hal-Aman clones. He is trained as a scribe and attendant within the floating pyramid that serves as the local Hal-Aman’s palace and city garrison and is known to be pleasant and friendly. Years later Sassur witnessed Hal-Aman lose his temper at a group of slaves and speak a spell which caused half of the slave quarter of the city to fall dead. Deeply disturbed Sassur fled the city-state into the countryside.&lt;br /&gt;
&lt;br /&gt;
During his flight from the city he met a band of travelers that had fled different cities throughout Hal-Aman’s domain and together they journeyed to a relic from Old Bomus, over 400 years ago. After a month-long journey the group discovers the relic and begins to repair it to make their escape. A night during this Sassur has a dream in which an unfamiliar voice reveals itself to be God and commands him to return to Sanu and rescue the people and gave him the words to bid them to follow. God told where Sassur would find a ring that would protect him from Hal-Aman’s power. Waking from the dream Sassur told his companions and left to return to Sanu.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Diaspora(2)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
When Sassur was moving through the mountains and forests to return to Sanu, he found the ring that God spoke of in his dream, discarded at the bottom of a stream. Sassur donned it and knew that he would be safe from Hal-Aman’s power. Returning outside the city Sassur found a gathering of other people of Sanu. Sassur spoke the words that the Lord had told him and the people believed; and bowed their heads. Yet others were fearful and asked how Sassur could save the others still behind the walls.&lt;br /&gt;
&lt;br /&gt;
Sassur told them to pass through the gates and gather the people of Sanu and escape as he dueled with Hal-Aman who would be distracted in rage against Sassur. So Sassur approached the walls and Hal-Aman, in his rage, spoke spells on Sassur to put him to death. Sassur sat on the ground at the gate and prayed. Spell after spell was cast against Sassur by six Hal-Aman’s as the people of Sanu made their escape. The people saw the sky split open over Sassur and the ground around him buckle, and streaks of fire erupt from Hal-Aman’s pyramid and swarms of locusts swarm around Sassur. But in all this Sassur stayed in quiet prayer, untouched and protected by the Lord.&lt;br /&gt;
&lt;br /&gt;
When the people of Sanu were gone into the mountains and forests Sassur rose and spoke the words of the Lord in a tongue unknown by any who heard: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The sound of music shall not be heard in you anymore. No craftsman of any craft shall be found in you anymore, and the sound of a millstone shall not be heard in you anymore. The light of a lamp shall not shine in you anymore, and the voice of bridegroom and bride shall not be heard in you anymore. Sanu is fallen, to rise no more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And so Hal-Aman looked down upon the empty city and in rage tore open the ground and cast it into the earth, and by the time he was done Sassur had already lead the people of Sanu into the wilderness.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Arrival(3)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
Sassur led the people to the relic and they boarded it and escaped Moghes, traveling to the fabled planet of Zakkeran where Unathi lived free. During the trip which took many tendays, the people demanded that Sassur become their new Ensi so they could live as they had before Hal-Aman’s arrival. Sassur was disturbed and refused, and prayed to God. God told Sassur of one of God’s earlier disciples Zamiel and gave Sassur the words that Zamiel spoke. He said, &lt;br /&gt;
&lt;br /&gt;
“This is what the Ensi who will reign over you will claim as his rights: He will take your sons and make them serve with his chariots. Some he will assign to be commanders, and others to plow his ground and reap his harvest, and still others to make weapons of war. He will take your daughters to be perfumers and cooks and bakers. He will take the best of your fields and vineyards and olive groves and give them to his attendants. He will take a tenth of your harvest and of your vintage and give it to his attendants. Your male and female servants and the best of your livestock will take for his own use. He will take a tenth of your flocks, and you yourselves will become his slaves.&lt;br /&gt;
&lt;br /&gt;
The people feared the return of tyranny and spoke no more of it.&lt;br /&gt;
&lt;br /&gt;
When they arrived at Zakkeran, the relic brought them safely to the surface outside a large forest who’s trees were taller than any had ever seen. The people of Sanu were shocked to see Unathi come from the community, and feared ones that looked to be made of metal. Sassur had great difficulty speaking to the locals who had another language, and Sassur asked the people of Sanu for five of its best translators. The people chose among themselves five volunteers and got to work communicating with the locals.&lt;br /&gt;
|-|Sassur’s Epic - Book of Divulgence(4)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After making peace with the community of Zakkeran and learning their language, Sassur and the people of Sanu he led from Moghes lived with them for many years. Then one day a radionathi exclaimed that he heard strange voices coming from the sky that was not any language heard before. Sassur and others came to listen. They soon learned that men from another star sought shelter, as their ark was ancient and falling to pieces. Moghean Ensi offered to take them in if they would become slaves and attendants. The hedonistic Tech-Princes of the planet Yzali promised to shower them in hedonistic luxury if they came there. But Sassur warned them that the Yzali would make them slaves and turn their bodies to metal. So the men came to Zakkeran.&lt;br /&gt;
&lt;br /&gt;
The men emerged and proclaimed themselves Jesuits from a distant star called Earth and they had gotten led astray on the long journey, but now wanted to spread the word of God. Sassur was shaken to hear their words and he remembered the words of this God speaking to him and helping him free his people from Sanu. So Sassur asked the community to take them in and they agreed, and the Jesuits created a community and through Sassur translated the word of God for the people of Zakkeran.&lt;br /&gt;
&lt;br /&gt;
As he spoke the Word to the people of Zakkeran Sassur said, &amp;quot;All who believe shall live together and hold everything in common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And they began selling their property and possessions and distributing the proceeds to everyone as anyone had need. All the believers were one in heart and mind. No one claimed that any of their possessions was their own, but they shared everything they had.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Lifestyle_Expenses&amp;diff=2575</id>
		<title>Lifestyle Expenses</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Lifestyle_Expenses&amp;diff=2575"/>
		<updated>2024-04-27T22:26:30Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Residential levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is a metric to weigh the expectations of characters (both player and NPC). A character set to &amp;quot;wealthy&amp;quot; will react very differently to accommodations on the asteroid station and the away missions than that of a destitute crewman.&lt;br /&gt;
&lt;br /&gt;
The wealth level covers all of your earthly needs and access to luxuries, and governs your access to the different housing and lifestyles.&lt;br /&gt;
&lt;br /&gt;
If there is a disparity in your wealth and available funds at round-start, this may be due to all of your wealth going to maintaining your lifestyle, debts or expenses not covered by the following guide, or any other reason from your own backstory.&lt;br /&gt;
&lt;br /&gt;
The following guide will primarily focus on what the different wealth levels look like in terms of access to housing.&lt;br /&gt;
&lt;br /&gt;
= Residential levels =&lt;br /&gt;
There are five levels of wealth available to pick from. The guide below assumes you have taken up residence in the Gladwyn shell-world that the asteroid orbits, but your character may live in a ship docked or in orbit of the world, or another means you can think of as long as it is reasonable to your character&#039;s wealth level. &lt;br /&gt;
&lt;br /&gt;
Every level of the Gladwyn is available for crew of any wealth, though the wealthy and well-off tend to congregate either in Level 6&#039;s Slingshot City for proximity and access to the administration, or Level 4&#039;s Astro-Gardens to live in more private, idyllic agrarian homes. &lt;br /&gt;
&lt;br /&gt;
Byzantine UNIP regulations classify the Gladwyn as a passenger liner, so housing plots are registered as &#039;cabins&#039; or even &#039;quarters&#039; to the amusement of residents. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wealthy - Celestial Suites&#039;&#039;&#039; ==&lt;br /&gt;
The upper echelons have access to luxurious private manors outfitted with state-of-the-art technology. They boast personal AI assistants, zero-gravity relaxation pods, and access to exclusive virtual-reality entertainment. Each Celestial Suite ranges from a nice house to a sprawling estate, with several floors, a full kitchen suite, a private dining room, and two Holo-Rooms that can be toggled to be anything from a home theater, a smoking lounge, a bar, a guest room, a sunny beach, a drawing room, or any set from over a hundred programmed possibilities. In many situations Service &amp;amp; Civilian staff from the asteroid also split their time acting as servants for occupants of Celestial Suites.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Celestial Suites tend to be &#039;&#039;&#039;Command staff, Medical Doctors, Scientists, and VIP visitors.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Well-Off - Galactic Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Galactic Cabins offer spacious and comfortable homes or apartment suites. They include advanced climate control, customizable lighting, and high-quality furnishings. They tend to have a small, one to two private bedrooms, a small kitchen, and a small living-room. Galactic Cabins also feature a single holo-room that can be toggled between a dining room or rec room.&lt;br /&gt;
&lt;br /&gt;
Crew that live in Galactic Cabins tend to be &#039;&#039;&#039;Bridge Crew, Pharmacists, Security, and Engineering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Average - Nebula Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Nebula Cabins cater to the average person. These small homes or apartments provide practical and functional living with standard amenities. Nebula Cabins offer a balance between comfort and affordability, featuring compact one-to-two bedrooms connected to a small living-room and a small kitchenette with a mini-fridge. They can be rented or owned.&lt;br /&gt;
&lt;br /&gt;
Crew that live in Nebula Cabins tend to be &#039;&#039;&#039;First Responders and Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Poor - Cosmic Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Cosmic Cabins house those facing economic hardship. These apartments or sub-divided homes prioritize functionality over extravagance, providing essential amenities and shared facilities to those on a tight budget. The houses are often prefabricated houses meant for making a temporary base camp on a hostile world, looking and feeling like freight containers. They&#039;re often a single room with space for two beds, two chairs, a night-stand, and a dresser. With no electrical outlets the occupants have to bring in lanterns or wire the building themselves.  Climate control is locked to 20C across the level.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Cosmic Corridors tend to be &#039;&#039;&#039;Interns &amp;amp; Apprentices, Civilian &amp;amp; Service.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Destitute - Void Bunks&#039;&#039;&#039; ==&lt;br /&gt;
For those on the brink of survival, the Void Bunks represent the bare minimum within the depths of the ship’s bottom deck maintenance tunnels. Its quarters remain officially offered, but rules and regulations are rarely, if ever, enforced. These shared sleeping quarters were retrofitted from the winding, spiraling, labyrinthine maintenance tunnels, shafts, and rooms of the Gladwyn. These quarters usually offer little more than one or two bunk beds and communal washrooms. The floor is bare steel. The “official” amenities and services are realistically empty rooms, and its occupants often must make ad hoc and ‘gray market’ shops, often out of their own rooms. There are little to no security cameras and security only sweeps the Void Bunks when its occupants have somehow drawn the ire of the local authorities. Climate control is utterly lacking, with heat or or freezing temperature radiating through the levels creates a wildly fluctuating temperature anywhere from -50C to 50C.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Void Bunks tend to be &#039;&#039;&#039;Interns &amp;amp; Apprentices, Civilian &amp;amp; Service, Stow-aways, and others that fell on financial destitution.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Lifestyle_Expenses&amp;diff=2574</id>
		<title>Lifestyle Expenses</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Lifestyle_Expenses&amp;diff=2574"/>
		<updated>2024-04-27T22:22:37Z</updated>

		<summary type="html">&lt;p&gt;Marlon: moved from ship based info to gladwyn planet based info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is a metric to weigh the expectations of characters (both player and NPC). A character set to &amp;quot;wealthy&amp;quot; will react very differently to accommodations on the asteroid station and the away missions than that of a destitute crewman.&lt;br /&gt;
&lt;br /&gt;
The wealth level covers all of your earthly needs and access to luxuries, and governs your access to the different housing and lifestyles.&lt;br /&gt;
&lt;br /&gt;
If there is a disparity in your wealth and available funds at round-start, this may be due to all of your wealth going to maintaining your lifestyle, debts or expenses not covered by the following guide, or any other reason from your own backstory.&lt;br /&gt;
&lt;br /&gt;
The following guide will primarily focus on what the different wealth levels look like in terms of access to housing.&lt;br /&gt;
&lt;br /&gt;
= Residential levels =&lt;br /&gt;
There are five levels of wealth available to pick from. The guide below assumes you have taken up residence in the Gladwyn shell-world that the asteroid orbits, but your character may live in a ship docked or in orbit of the world, or another means you can think of as long as it is reasonable to your character&#039;s wealth level. &lt;br /&gt;
&lt;br /&gt;
Every level of the Gladwyn is available for any wealth level, though Slingshot City remains where the wealthy and well-off congregate due to wanting access and proximity to the planets administration. &lt;br /&gt;
&lt;br /&gt;
Byzantine UNIP regulations classify the Gladwyn as a passenger liner, so housing plots are registered as &#039;cabins&#039; to the amusement of residents. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wealthy - Celestial Suites&#039;&#039;&#039; ==&lt;br /&gt;
The upper echelons have access to luxurious private manors outfitted with state-of-the-art technology. They boast personal AI assistants, zero-gravity relaxation pods, and access to exclusive virtual-reality entertainment. Each Celestial Suite ranges from a nice house to a sprawling estate, with several floors, a full kitchen suite, a private dining room, and two Holo-Rooms that can be toggled to be anything from a home theater, a smoking lounge, a bar, a guest room, a sunny beach, a drawing room, or any set from over a hundred programmed possibilities. In many situations Service &amp;amp; Civilian staff from the asteroid also split their time acting as servants for occupants of Celestial Suites.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Celestial Suites tend to be &#039;&#039;&#039;Command staff, Medical Doctors, Scientists, and VIP visitors.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Well-Off - Galactic Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Galactic Cabins offer spacious and comfortable homes or apartment suites. They include advanced climate control, customizable lighting, and high-quality furnishings. They tend to have a small, one to two private bedrooms, a small kitchen, and a small living-room. Galactic Cabins also feature a single holo-room that can be toggled between a dining room or rec room.&lt;br /&gt;
&lt;br /&gt;
Crew that live in Galactic Cabins tend to be &#039;&#039;&#039;Bridge Crew, Pharmacists, Security, and Engineering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Average - Nebula Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Nebula Cabins cater to the average person. These small homes or apartments provide practical and functional living with standard amenities. Nebula Cabins offer a balance between comfort and affordability, featuring compact one-to-two bedrooms connected to a small living-room and a small kitchenette with a mini-fridge. They can be rented or owned.&lt;br /&gt;
&lt;br /&gt;
Crew that live in Nebula Cabins tend to be &#039;&#039;&#039;First Responders and Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Poor - Cosmic Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Cosmic Cabins house those facing economic hardship. These apartments or sub-divided homes prioritize functionality over extravagance, providing essential amenities and shared facilities to those on a tight budget. The houses are often prefabricated houses meant for making a temporary base camp on a hostile world, looking and feeling like freight containers. They&#039;re often a single room with space for two beds, two chairs, a night-stand, and a dresser. With no electrical outlets the occupants have to bring in lanterns or wire the building themselves.  Climate control is locked to 20C across the level.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Cosmic Corridors tend to be &#039;&#039;&#039;Interns &amp;amp; Apprentices, Civilian &amp;amp; Service.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Destitute - Void Bunks&#039;&#039;&#039; ==&lt;br /&gt;
For those on the brink of survival, the Void Bunks represent the bare minimum within the depths of the ship’s bottom deck maintenance tunnels. Its quarters remain officially offered, but rules and regulations are rarely, if ever, enforced. These shared sleeping quarters were retrofitted from the winding, spiraling, labyrinthine maintenance tunnels, shafts, and rooms of the Gladwyn. These quarters usually offer little more than one or two bunk beds and communal washrooms. The floor is bare steel. The “official” amenities and services are realistically empty rooms, and its occupants often must make ad hoc and ‘gray market’ shops, often out of their own rooms. There are little to no security cameras and security only sweeps the Void Bunks when its occupants have somehow drawn the ire of the local authorities. Climate control is utterly lacking, with heat or or freezing temperature radiating through the levels creates a wildly fluctuating temperature anywhere from -50C to 50C.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Void Bunks tend to be &#039;&#039;&#039;Interns &amp;amp; Apprentices, Civilian &amp;amp; Service, Stow-aways, and others that fell on financial destitution.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2573</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2573"/>
		<updated>2024-04-18T23:35:53Z</updated>

		<summary type="html">&lt;p&gt;Marlon: changing from ship to station references&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleport larger, denser objects and become mobile, ad-hoc space-ports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades later, another Charon engineer was looking over an abandoned planetoid, mostly hollowed out by Hephaestus mining operations and left vacant for decades, and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495, the Gladwyn was opened.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
For the purposes of play, being outside the playable area is the Gladwyn - a dwarf &#039;&#039;planetoid&#039;&#039; shell world with access to FTL. The playable station is its small moon and tertiary point of docking and entry. A &#039;shell world&#039; is a structure built with concentric matryoshka doll-like layers. These layers are held up by the pressure of the layer&#039;s air as well as load-bearing columns.&lt;br /&gt;
&lt;br /&gt;
Gladwyn acts as a persistent location for shore leave or residency off-screen. &lt;br /&gt;
&lt;br /&gt;
If you want your character to be off-station and have a place that they can meet up with any other character also off-station, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be presumed to be out on a mission or down on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Gladwyn is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may also be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else. &lt;br /&gt;
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[[Lifestyle Expenses|More information on lifestyle expenses can be found here.]]&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the station may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close as well as any ships docked in the playable station area. Anything more dangerous would overwhelm the settlement, and for that reason it almost never warps into dangerous locations, leaving that work for expedition teams.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may warp to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo. This cuts the need for gravity generators by half, which provide the necessary push of gravity in areas unaffected by centrifugal force.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the station and other vessels and is the reason the station repaired from any canonical damage. Ships gaining entry that are too large to dock at the playable station match the spin at the poles and are then conveyer belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
[[File:Gladwyn Shell World Diagram.png|thumb|413x413px|A simple depiction of the Gladwyn to a similarly sized asteroid; the planetoid has a much larger volume and surface area thanks to its many layers.]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0: The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planetoid is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1: The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2:  The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3:  The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4:  The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planetoid&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planetoid were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5: Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the access airlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular with the areas which had their drinking water impacted by the Asparagus Festival Incident.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6: Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-Lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon. By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old [[Tajara]] native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the [[Dionae]] &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; equivalent for Levels 1 - 6 is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old [[Unathi]] native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The 2nd &#039;&#039;&#039;Head of Security&#039;&#039;&#039; equivalent is &#039;&#039;&#039;Marcie Huai&#039;&#039;&#039;, a human responsible primarily for security for Level 0 and its docks. The position is notable for a small committee of corporate representatives picking the person for the job. She had a fashion minor when admitted to law school where she ran its largest sorority, and later was a popular patron within Idris Incorporated. She is energetic, friendly, and fashion-obsessed. Her management of the Gladwyn Docks has been seen as a success, with a firm control of her jurisdiction, despite sparring with the Chief of Police. She runs a line of &#039;Starlight Blonde&#039; lipstick for charitable causes and is known to be more lenient to anyone in her custody wearing it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is the dionae The Roots of Thought Trickling Down Through Our Body And Giving Us Form. [WIP]&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Operations Manager&#039;&#039;&#039; is &#039;&#039;&#039;Krriq Qr&#039;Xul&#039;&#039;&#039;l, a 117 year old [[Skrell]] who hails from a Nralakk Federation outer system with a booming logistics hub. They have held the position for 23 years. They foster a tight-knit community in their department which has made the logistic operations on the Gladwyn exceptionally efficient. Where delays and snags occur, it&#039;s almost always inconvenient only to individual who irritated the Operations department. In their free time, they enjoy playing music gigs locally, favoring a custom acoustic guitar, and are renowned for their melodic songs in their native Nral&#039;Malic. They maintain a personal bounty for shipping labels from exotic locations and is willing to pay proportional to the rarity.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Main_Page&amp;diff=2572</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Main_Page&amp;diff=2572"/>
		<updated>2024-04-18T23:26:21Z</updated>

		<summary type="html">&lt;p&gt;Marlon: &lt;/p&gt;
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&amp;lt;strong style=&amp;quot;font-size: 1.8em;&amp;quot;&amp;gt;Welcome to the New Horizons Wiki!&amp;lt;/strong&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
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 | title      = New Players&lt;br /&gt;
 | content    = {{big|Welcome, new players!}} &amp;lt;br&amp;gt; &lt;br /&gt;
Check out the [[Getting Started|guide for new players]] to learn how to play. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{big|Popular Pages}} &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Protectorate Regulations]]&lt;br /&gt;
* [[Guide to Standard Procedure]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
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 | title      = Gameplay&lt;br /&gt;
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* [[Community Rules]]&lt;br /&gt;
* [[Server Rules]]&lt;br /&gt;
* [[Jobs]]&lt;br /&gt;
* [[The Station]]&lt;br /&gt;
*[[The Hub Gladwyn]]&lt;br /&gt;
*[[Lifestyle Expenses]]&lt;br /&gt;
* [[Template:Guides|Guides]]&lt;br /&gt;
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&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
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 | title      = Sponsor&lt;br /&gt;
 | content    = {{big|UNIP Sponsored by Zaza Skrell}} &amp;lt;br&amp;gt; &lt;br /&gt;
[[File:ZazaSkrell.png|frameless|link=Skrell]]&lt;br /&gt;
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&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
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&amp;lt;div style=&amp;quot;grid-column: span 3;&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:UNIPInsignia.png|192x64px|link=United Nations Interstellar Protectorate]] &amp;lt;br&amp;gt; [[United Nations Interstellar Protectorate|United Nations Interstellar Protectorate]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:DominiaInsignia.png|64x64px|link=Empire of Dominia]] &amp;lt;br&amp;gt; [[Empire of Dominia|Empire of Dominia]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:ElyraFlag.png|64x64px|link=Elyra]] &amp;lt;br&amp;gt; [[Republic of Elyra]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:CISInsignia.png|64x64px|link=Commonwealth of Independent Systems]] &amp;lt;br&amp;gt; [[Commonwealth of Independent Systems|Commonwealth&amp;lt;br&amp;gt;of Independent&amp;lt;br&amp;gt;Systems]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:UPPFlag.png|64x64px|link=Union of Progressive Peoples]] &amp;lt;br&amp;gt; [[Union of Progressive Peoples|Union of&amp;lt;br&amp;gt;Progressive&amp;lt;br&amp;gt;Peoples]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
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 | title      = Corporations and Organisations&lt;br /&gt;
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&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:CharonLogo_wordless.png|64x64px|link=Charon Shipping Services]] &amp;lt;br&amp;gt; [[Charon Shipping Services|Charon&amp;lt;br&amp;gt;Shipping&amp;lt;br&amp;gt;Services]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Hephaestuslogo4.png|64x64px|link=Hephaestus Industries]] &amp;lt;br&amp;gt; [[Hephaestus Industries|Hepha&amp;lt;wbr&amp;gt;estus&amp;lt;br&amp;gt;Indus&amp;lt;wbr&amp;gt;tries]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:II-teal.png|64x64px|link=Idris Incorporated]] &amp;lt;br&amp;gt; [[Idris Incorporated|Idris&amp;lt;br&amp;gt;Incorpo&amp;lt;wbr&amp;gt;rated]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:NanotrasenLogo.png|64x64px|link=NanoTrasen]] &amp;lt;br&amp;gt; [[NanoTrasen]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Zavodskoi Interestellar.png|64x64px|link=Zavodskoi Inter&amp;lt;wbr&amp;gt;stellar]] &amp;lt;br&amp;gt; [[Zavodskoi Interstellar|Zavodskoi&amp;lt;br&amp;gt;Inter&amp;lt;wbr&amp;gt;stellar]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:ZH-bordered.png|64x64px|link=Zeng-Hu Pharmaceuticals]] &amp;lt;br&amp;gt; [[Zeng-Hu Pharmaceuticals|Zeng-Hu Pharma&amp;lt;wbr&amp;gt;ceuticals]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = Playable Aliens&lt;br /&gt;
 | content    = &amp;lt;div class=&amp;quot;frame-grid-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Skrell_single.png|x96px|class=nn|link=Skrell]] &amp;lt;br&amp;gt; [[Skrell]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Unathi_single.png|x96px|class=nn|link=Unathi]] &amp;lt;br&amp;gt; [[Unathi]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Tajara_single.png|x96px|class=nn|link=Tajara]] &amp;lt;br&amp;gt; [[Tajara]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Vaurca_single.png|x96px|class=nn|link=Vaurca]] &amp;lt;br&amp;gt; [[Vaurca]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Dionae_single.png|x96px|class=nn|link=Dionae]] &amp;lt;br&amp;gt; [[Dionae]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:IPC_single.png|class=nn|x96px|link=IPC]] &amp;lt;br&amp;gt; [[IPC]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2571</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2571"/>
		<updated>2024-04-16T16:56:42Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Command Staff */ added hos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleport larger, denser objects and become ad-hoc space-ports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades later, a Charon engineer was looking over an abandoned planetoid that had been hollowed out by Hephaestus mining operations and left vacant for decades, and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495, the Gladwyn was opened.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf &#039;&#039;planetoid&#039;&#039; shell-world that acts as a persistent location for shore leave or residency off-screen. A &#039;shell-world&#039; is a structure built with concentric matryoshka doll-like layers. These layers are held up by the pressure of the layer&#039;s air as well as load-bearing columns.&lt;br /&gt;
&lt;br /&gt;
If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
[[File:Gladwyn Shell World Diagram.png|thumb|413x413px|A simple depiction of the Gladwyn to a similarly sized asteroid; the planetoid has a much larger volume and surface area thanks to its many layers.]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0: The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planetoid is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1: The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2:  The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3:  The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4:  The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planetoid&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planetoid were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5: Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the access airlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular with the areas which had their drinking water impacted by the Asparagus Festival Incident.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6: Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-Lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon. By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old [[Tajara]] native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the [[Dionae]] &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; equivalent for Levels 1 - 6 is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old [[Unathi]] native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The 2nd &#039;&#039;&#039;Head of Security&#039;&#039;&#039; equivalent is &#039;&#039;&#039;Marcie Huai&#039;&#039;&#039;, a human responsible primarily for security for Level 0 and its docks. The position is notable for a small committee of corporate representatives picking the person for the job. She had a fashion minor when admitted to law school where she ran its largest sorority, and later was a popular patron within Idris Incorporated. She is energetic, friendly, and fashion-obsessed. Her management of the Gladwyn Docks has been seen as a success, with a firm control of her jurisdiction, despite sparring with the Chief of Police. She runs a line of &#039;Starlight Blonde&#039; lipstick for charitable causes and is known to be more lenient to anyone in her custody wearing it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is . . . . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Operations Manager&#039;&#039;&#039; is &#039;&#039;&#039;Krriq Qr&#039;Xul&#039;&#039;&#039;l, a 117 year old [[Skrell]] who hails from a Nralakk Federation outer system with a booming logistics hub. They have held the position for 23 years. They foster a tight-knit community in their department which has made the logistic operations on the Gladwyn exceptionally efficient. Where delays and snags occur, it&#039;s almost always inconvenient only to individual who irritated the Operations department. In their free time, they enjoy playing music gigs locally, favoring a custom acoustic guitar, and are renowned for their melodic songs in their native Nral&#039;Malic. They maintain a personal bounty for shipping labels from exotic locations and is willing to pay proportional to the rarity.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2570</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2570"/>
		<updated>2024-04-16T16:45:46Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Command Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleport larger, denser objects and become ad-hoc space-ports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades later, a Charon engineer was looking over an abandoned planetoid that had been hollowed out by Hephaestus mining operations and left vacant for decades, and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495, the Gladwyn was opened.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf &#039;&#039;planetoid&#039;&#039; shell-world that acts as a persistent location for shore leave or residency off-screen. A &#039;shell-world&#039; is a structure built with concentric matryoshka doll-like layers. These layers are held up by the pressure of the layer&#039;s air as well as load-bearing columns.&lt;br /&gt;
&lt;br /&gt;
If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
[[File:Gladwyn Shell World Diagram.png|thumb|413x413px|A simple depiction of the Gladwyn to a similarly sized asteroid; the planetoid has a much larger volume and surface area thanks to its many layers.]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0: The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planetoid is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1: The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2:  The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3:  The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4:  The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planetoid&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planetoid were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5: Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the access airlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular with the areas which had their drinking water impacted by the Asparagus Festival Incident.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6: Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-Lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon. By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old [[Tajara]] native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the [[Dionae]] &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; equivalent for Levels 1 - 6 is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old [[Unathi]] native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; for Level 0 is &#039;&#039;&#039;Marcie Huai&#039;&#039;&#039;, a human responsible primarily for security on the docks. The position is notable for a small committee of corporate representatives picking the person for the job. She had a fashion minor when admitted to law school where she ran its largest sorority, and later was a popular patron within Idris Incorporated. She is energetic, friendly, and fashion-obsessed. Her management of the Gladwyn Docks has been seen as a success, with a firm control of her jurisdiction, despite sparring with the Chief of Police. She runs a line of lipstick for charitable causes and is known to be more lenient to anyone in her custody wearing it. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is . . . . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Operations Manager&#039;&#039;&#039; is &#039;&#039;&#039;Krriq Qr&#039;Xul&#039;&#039;&#039;l, a 117 year old [[Skrell]] who hails from a Nralakk Federation outer system with a booming logistics hub. They have held the position for 23 years. They foster a tight-knit community in their department which has made the logistic operations on the Gladwyn exceptionally efficient. Where delays and snags occur, it&#039;s almost always inconvenient only to individual who irritated the Operations department. In their free time, they enjoy playing music gigs locally, favoring a custom acoustic guitar, and are renowned for their melodic songs in their native Nral&#039;Malic. They maintain a personal bounty for shipping labels from exotic locations and is willing to pay proportional to the rarity.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2569</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2569"/>
		<updated>2024-04-15T22:21:47Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Command Staff */ pocheto (vaurca dev) asked to removed the vaurca RD&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleport larger, denser objects and become ad-hoc space-ports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades later, a Charon engineer was looking over an abandoned planetoid that had been hollowed out by Hephaestus mining operations and left vacant for decades, and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495, the Gladwyn was opened.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf &#039;&#039;planetoid&#039;&#039; shell-world that acts as a persistent location for shore leave or residency off-screen. A &#039;shell-world&#039; is a structure built with concentric matryoshka doll-like layers. These layers are held up by the pressure of the layer&#039;s air as well as load-bearing columns.&lt;br /&gt;
&lt;br /&gt;
If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
[[File:Gladwyn Shell World Diagram.png|thumb|413x413px|A simple depiction of the Gladwyn to a similarly sized asteroid; the planetoid has a much larger volume and surface area thanks to its many layers.]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0: The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planetoid is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1: The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2:  The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3:  The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4:  The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planetoid&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planetoid were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5: Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the access airlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular with the areas which had their drinking water impacted by the Asparagus Festival Incident.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6: Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-Lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon. By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old [[Tajara]] native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the [[Dionae]] &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old [[Unathi]] native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is . . . . They are in charge of private security on the docks . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is . . . . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Operations Manager&#039;&#039;&#039; is &#039;&#039;&#039;Krriq Qr&#039;Xul&#039;&#039;&#039;l, a 117 year old [[Skrell]] who hails from a Nralakk Federation outer system with a booming logistics hub. They have held the position for 23 years. They foster a tight-knit community in their department which has made the logistic operations on the Gladwyn exceptionally efficient. Where delays and snags occur, it&#039;s almost always inconvenient only to individual who irritated the Operations department. In their free time, they enjoy playing music gigs locally, favoring a custom acoustic guitar, and are renowned for their melodic songs in their native Nral&#039;Malic. They maintain a personal bounty for shipping labels from exotic locations and is willing to pay proportional to the rarity.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Unathi&amp;diff=2564</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Unathi&amp;diff=2564"/>
		<updated>2024-03-31T20:11:50Z</updated>

		<summary type="html">&lt;p&gt;Marlon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesBox|name=Unathi|image=Unathi.png|playable=Yes|whitelisted=No|height=5&#039;5&amp;quot; to 7&#039;1&amp;quot;|lifespan=70 to 120 years.&amp;lt;br&amp;gt;{{Tooltip|text=Or over 1000?|tooltip=&lt;br /&gt;
Specifically,&lt;br /&gt;
* 70 years naturally.&lt;br /&gt;
* 120 years with life extension.&lt;br /&gt;
* 1,000+ for Hal-Aman &amp;quot;The Mad&amp;quot;, a God-King obsessed with cloning and eternal life.&lt;br /&gt;
}}|system=Bomus|planet={{Tooltip|text=Moghes &amp;amp; More |tooltip=&lt;br /&gt;
Other major inhabited planets:&lt;br /&gt;
* Yzali (Bomus System)&lt;br /&gt;
* Zakkeran (Bomus System)&lt;br /&gt;
}}|language=Mhos-Tum, Yalz-Tum, Anglikirtan|theme=a15025}}The Unathi are a space-faring species of humanoid reptiles standing from six to seven feet tall on average. They have a passing resemblance to Earthen crocodiles. They hail from the star system of &#039;&#039;&#039;Bomus&#039;&#039;&#039; with their home-world of &#039;&#039;&#039;Moghes&#039;&#039;&#039; as well as the planets of Yzali, Zakkera, and Haven. Each planet has a unique culture and history, though they have their broad archetypes. Moghes is seen as a home of conservatism, where traditions stretching back thousands of years are kept alive and rigid. Yzali is a home of  wealth and prestige, where progress is worth any sacrifice - even lives. Zakkera is the planet where these two faction&#039;s wretched refuse created a society entirely new through embracing the message of God.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
Unathi have no job restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Passive&#039;&#039;&#039; ====&lt;br /&gt;
* Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
* Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
* Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
** Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
* Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
* Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
* Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Active Abilities&#039;&#039;&#039; ====&lt;br /&gt;
* Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
* Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot; You can also Toggle-Auto-Hiss to do this for you.&lt;br /&gt;
* Unathi can sample the air with their tongue and get an accurate sense of the atmospheric composition and temperature.&lt;br /&gt;
* Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
=== Languages &amp;amp; Accents ===&lt;br /&gt;
Unathi have a diversity of hundreds of languages, but there are three that form the majority and are over-represented in the wider stellar community, and as such as the only three available in character-creation, and their respective accents. Bear in mind the accent&#039;s anachronistic names are subject to change in the future as the server develops. The NH local name is in parenthesis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mhos-Tum=&lt;br /&gt;
Spoken on Moghes and is associated with the planet and its conservative noble elite. Aside from new terminology being introduced this language remains relatively unchanged from the time of the ancient God-Kings called Ensi, and as a result it’s difficult to learn. Its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queendom (Halz Commoner)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The nearly-iconic intonation attributed to someone of the lower class of the regions ruled over by the infamously cruel and mad God-King Hal-Aman. It is rarely heard outside of Moghes, as few escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torn Cities (Halz Noble)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the upper class under the rule of the infamously cruel and mad God-King Hal-Aman is one that has traditionally grown from the guttural intonations and physical gestures of Mhos-Tum. Where the Upper Class accent differentiates itself from the commoners, however, is in its clarity and volume, as the fierce commands of the cruel God-King&#039;s servants are often given amidst chaos. The accent has also become known as a commanding one rarely seen outside of this God-King&#039;s domain, due to historical use and its direct pronunciation and volume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai (Akran)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the God-King&#039;s Warrior Caste of Akran is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion.&lt;br /&gt;
&lt;br /&gt;
|-|Yalz-Tum=&lt;br /&gt;
Spoken on Yzali and is associated with the planets luxuriates, Trade-Princes, and modernity. It evolved from the language families of the Trade League that settled the planet. There are hundreds of dialects across the planet, but all of them are, more or less, mutually intelligible. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The accent commonly attributed to the cybernetic soldiers of the Yzali Tech-Princes. Commonly said to lack accentuation and intonations, owing to the occasional implants of questionable quality having some influence on speech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Peasant (Commoner Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A guttural, deep accent, the accent of the masses of Yzali has heavy Yalz-Tum inflections and is closely tied as the language that has most often been spoken on their planet. Commoner Yzali is a derivative of High Yzali and can sound similar to that accent to the untrained ear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Noble (Princely Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A slow, droning and guttural accent, with heavy physical movement involved, the noble accent of the glittering cities of Yzali has remained unchanged for centuries, passed down their ancient lines. While it sounds similar to the accent of Yzali commoners or the Southern accent, most with a noble&#039;s education would be able to clearly tell the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Peasant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Centuries of trade and immigration thanks to their more benevolent Tech-Princes have shaped the Yzali Southlands accent into an odd blend of sounds from many regions and languages. The result is a sharp, nasal and rapid-paced accent, where the original influences can be vaguely heard to a keen listener. The fast manner of speech and the general energy with which it is spoken is one of the first things that comes to mind from an outsider when considering the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Noble (Princely Southlands)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Yzali Southlands nobility is somewhat slower than that of the peasants, as it has remained less changed by migration to the region and thus is still heavily tied to the main Yzali accent. While it has diverged from the original accent of the Yzali nobility, it is closer to that than the fast-paced speech of the peasants. The Yzali Southlands noble accent is widely considered pleasing to the ear, with some merchants and bards attempting to mimic it to aid in their own business when dealing with the southern Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
|-|Anglikirtan=&lt;br /&gt;
Spoken on Zakkera by its population of Human and Unathi. It began as a conlang between the Unathi and Humans present on the planet. It’s associated with the planet&#039;s radicalism, free-spirit, and alien customs. It has only a handful of dialects, but all of them are intelligible to one another. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Peasant (Nomad Pacifist)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This gravelly dialect is often associated with the Sassurian pacifists and their settled regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Noble (Nomad Militant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This guttural, droning dialect is often associated with the Militant Sassurian Communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai Noble (Anglisassur)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent that is considered the purest form of Anglikirtan, though it commonly carries a slow and monotone sound to it when spoken by most that do not understand its cadence. This accent is considered the accent of a scholar of the Sassurist Bible as when properly utilized to preach it, it makes the best use of its inflections and language. Speakers of Sol Common often believe it to sound familiar.&lt;br /&gt;
&lt;br /&gt;
|-|Special Cases=&lt;br /&gt;
&#039;&#039;&#039;Unathi Spacer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While both the Tech-Princes of Yzali and the God-Kings of Moghes have both always been capable of Space Travel, the formation of the Hegemony was the only way for the Unathi people to achieve interstellar travel. Naturally, then, most Spacers and Unathi colonists on distant worlds speak their native tongue depending on origins. Details of the spacer accent vary between communities, \but these Unathi pioneers generally speak with a surprisingly softer tones than most accents, an accent morphed over time from isolation in space. Rumors say that it is to save every bit of energy while working on developing new colonies, or living in ships for extended periods of time.&amp;quot;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hegemony ==&lt;br /&gt;
The three worlds of the Unathi despise one another. However, their ancient rivalries are kept contained enough for all three to be members in &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;. This is an extremely loose alliance between the three worlds. The Hegemony obligates all three worlds to come together if any are attacked by an alien power. It also conforms a unified set of stellar law to align loosely with [[United Nations Interstellar Protectorate]] regulations, but otherwise cooperation ends there. Violence and contempt are still common between the powers; with third-parties being employed to sabotage one another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-| Moghean Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The people of Moghes following ancient God-Kings called &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Moghean Unathi speak &#039;&#039;&#039;Mhos-Tum&#039;&#039;&#039; and their worship of their God-Kings is called &#039;&#039;&#039;Ensi Worship.&#039;&#039;&#039; The God-King and his court have access to advanced technology used almost exclusively to awe and cow the lower classes, and this technology was old when mankind was new. Scholars and clerks, by begrudging necessity, gain access to technology in controlled ways to maintain the realm. Most of the common folk are kept in squalor and ignorance, but little to no awareness of what a better life would look like. Those that have an unshakable feeling that something is wrong tend to slip through the cracks of the rare, heavily policed space-ports on the surface that the Ensi rely on to trade with the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
Almost half of Moghes is dominated by Hal-aman “the Eternal”. His brutal empire rules each conquered city-state through clones which are connected into a collective consciousness. Each God-King is extremely selfish, paranoid, and egotistical - all of which hampers any collective response to the slow subjugation of the world.&lt;br /&gt;
&lt;br /&gt;
The environment of Moghes is generally hotter and more humid than Earth, but it&#039;s still home to deserts, tundras, and arboreal forests in some areas.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
These descriptions of the culture of Moghes should be considered the default. While half the world has fallen to the dark realm of Hal-Aman, each city-state has a unique culture. When making a character, consider also thinking of the God-King of your former city as a character as well, and how their rule impacted your character’s life before they arrived on the ship. Other than delusions of Godhood, breathtaking magical power, and sneering benevolence, your Godking and city-state can be entirely unique!&lt;br /&gt;
&lt;br /&gt;
* Moghean &#039;&#039;&#039;music&#039;&#039;&#039; is a tightly controlled affair. Only special courtiers within a God-King’s court may play music, primarily string, and it must be a hymn to the God-King. Anyone outside the palace caught playing music would be sacrificed to the God-King. Because of this, many Moghean Unathi only hear legitimate music that echoes down from the massive ziggurats through the streets. Those that sing without their masters permission must do so in highly secret underground venues, or via the hushed lullaby of their caretaker.&lt;br /&gt;
* The moghean &#039;&#039;&#039;family&#039;&#039;&#039; is a strict hierarchy. The God-King is the father or mother of any household, and in their telling is the one that gave the spark of life to the egg. The parents in a household are subordinate to their God-King and his bureaucrats. Nevertheless, the Moghean “family” is usually polygamous in character. A female or male can take up to three additional spouses, with the God-King’s court deciding the Chief-Husband or Chief-Wife that will “rule” the household in the God-King’s name. This creates extended families, and all of them tend to live in the same home divided between the quarters of the children and the quarters of the adults.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039; on Moghes universally revolves around the &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Its followers are called Ensiites. These Unathi are seen as God-Kings that rule Moghes. They are intermediaries between the Cosmos and the people. The Ensi own all of the land on Moghes, enact laws, collect taxes, and command their armies. An Ensi officiates over religious ceremonies and chooses the sites of new temples. They are ultimately responsible for maintaining cosmic order, balance, and justice. It is sincerely believed by followers that the Ensi can hear their prayers and intervene in their daily lives, and that by continuing to perform good service that the Ensi will bless them with good fortune. The Ensi reinforce this by using high-technology that to the masses made to appear like divine forces.&lt;br /&gt;
&lt;br /&gt;
Hartists characterize the Ensi as irrationally inflexible and ignorant in their beliefs. With Ensi needing to convincingly portray themselves as divine it is necessary.to keep individuals in ignorance and thus harming the Divine Ego of countless people.&lt;br /&gt;
&lt;br /&gt;
==== Civics ====&lt;br /&gt;
&lt;br /&gt;
Half of Moghes is ruled by God-Kings that operate a palace economy. Consider the palace of the god-king being the government and corporation wrapped up in one. The palace owns absolutely everything within its borders. Scribes determine who works where and with what tools, and also distribute resources to the population. Your character would have been given a work assignment by the palace, and would have a scheduled time to go and perform reverse-shopping, where a clerk gave you everything you needed. There is no money trading hands in this arrangement; people are paid in luxury goods, food, and ale. Any financial windfall is jealously hoarded within the God-Kings palace vaults.&lt;br /&gt;
&lt;br /&gt;
Most God-Kings only rule one to three cities because of the administrative burden of governing over hundreds of thousands or millions of people. The only exception is Hal-Aman, who rules half the planet&#039;s population as an immortal collection of clones. Each clone is simultaneously disposable and sacred, in that each carries the full authority of a God-King but can be quickly replaced if one is killed. They are give an implant which lets them sync their knowledge with others periodically. &lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Moghean Unathi on the ship may be commoners or low level functionaries that escaped unfulfilling lives of servitude to a false God; a scholar that sought to question the unquestionable; a nobleman fleeing in disgrace or for the crime of believing in a better life for their underlings, or a simple citizen that wanted to see the wider galaxy while still worshiping the God that watches over their lives while walking among them.&lt;br /&gt;
&lt;br /&gt;
|-| Yzali Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Yzali is a home of wealth and prestige, where progress is worth any sacrifice. The Techno-Princes that rule its many city-states are locked in a bitter rivalry with their antithesis of the Moghean Unathi and try to exploit the human-unathi people of Zakkeran. Yzalian Unathi speak &#039;&#039;&#039;Yalz-Tum&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Hartism&#039;&#039;&#039;. Yzali see advanced technology and wealth as ubiquitous - but often at a distance as Techno-Princes and wannabe Princes hoard their secrets. Acting as technocratic merchants, the Techno-Princes are obsessed with their own wealth, prestige, and knowledge and consider everybody else as expendable assets - no matter how well treated that asset is.&lt;br /&gt;
&lt;br /&gt;
The Yzali also have a presence in the [[Eridani Corporate Alliance]], where their skills for cultivating good vibes has created the parasitical Transcends.&lt;br /&gt;
&lt;br /&gt;
Yzali is on average more wet and humid than Earth, but other environments can exist. Because of ancient, advanced technology regions of the world can have an enviroment shaped to the pleasure of the Tech-Prince. A city within a winter wonderland can exist right next to a city in a hot desert.&lt;br /&gt;
&lt;br /&gt;
==== Culture &amp;amp; Family ====&lt;br /&gt;
&lt;br /&gt;
The following is the default for Yzalian Unathi. When making a character from this world, consider how the City-State your character is from may differ. The ruling Tech-Princes are typically eccentric, conniving, and give no consideration to anyone but themselves. Even when they cultivate what feels like a utopia that your character blissfully drifts through, there&#039;s always a catch. What was that catch, and how could it have made your character finally leave it all behind to board the New Horizon? Or at the more personal level, how did the cutthroat nature of the Yzalian family impact your character?&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;music&#039;&#039;&#039; is as derivative as it is esoteric. It focuses on glamor,  with chopped up and repackaged songs that possess an emptiness beneath an uncanny sheen. Yzali musicians ruthlessly sample and outright steal samples or whole songs from other artists from any genre or era and use it as a means to express their own skill and intelligence. Electronic sounds could be mixed with ancient Moghean strings, and the vocals serve as a self-indulgent biography of the musician.&lt;br /&gt;
* The Yzali &#039;&#039;&#039;family&#039;&#039;&#039; is a field of subterfuge, betrayal, and competition. Two Yzali could see a created family as a way to show off their skills as a parent for political or social ends, an investment in the children as economically productive agents legally bound to them as employees, or as part of a long-running psychological experiment on themselves, one another, or the hatchlings. There is rarely any love inside a Yzali marriage; it is strictly conceptualized by a Yzali in terms of how it benefits themselves. Divorces are as common as they are bitter, with both spouses trying to find the best moment to ‘betray’ the other for maximum personal gain. Other Yzali who try to reject this model tend to form found-families that operate outside the legal definitions.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;religion&#039;&#039;&#039; is dominated by &#039;&#039;&#039;Hartism&#039;&#039;&#039;, its followers called &#039;&#039;&#039;Hartists&#039;&#039;&#039;. It is a philosophical school founded by &#039;&#039;&#039;Mottus Harti&#039;&#039;&#039; in the 2300’s after &#039;&#039;&#039;The Disaster.&#039;&#039;&#039; Wherever Moghean Ensi distinguishes between body and soul - or matter and spirit - Hartists deny such a distinction and merge both in a higher unity: the Self. This belief is often shorthanded to the ‘Divine Ego’. A Hartist must judge every action by the merit of how it improves their own ego - or self.Thereby cultivating knowledge of the universe, increasing expertise, expanding knowledge, and dominating others in ways that increase the value of the Self are held up as the supreme divine good. Critics characterize the Hartists as selfish, ignoring the duty of serving the public and caring only for personal concerns. They point out that under Hartism that Yzali has become a hedonistic haven that regularly conducts unethical scientific research and exploits entire groups of people for personal gain.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Yzali Unathi on the ship could be workers fleeing their exploitation, escaped cybernetic servants called &#039;&#039;&#039;Akran&#039;&#039;&#039; trying to make a new life for themselves, merchants pushed out of business and forced into exile, a prestigious scientist looking for more fame and wealth, or simply someone that managed to work their way off-world.&lt;br /&gt;
&lt;br /&gt;
==== Civics ====&lt;br /&gt;
&lt;br /&gt;
Yzali is shattered into so many different city-states that are in constant flux in their leadership. Any ascendant power is quickly eliminated and replaced by a dozen or more wanting to seize that power for themselves. In theory each city is ruled by a Tech-Prince who&#039;s whims are indulged in through a collection of cybernetic servants and non-cybernetic functionaries. These Tech-Princes tend to live and rule from glittering palaces which often float over their realm. The terrestrial city below is administered by appointed functionaries. Having come from a money-less society, it wasn&#039;t until the arrival of humans that currency arrived on Yzali. Its adoption was swift and merciless as the Tech-Princes sought another avenue of domination and self-promotion. Now those &#039;with&#039; live in the floating palaces, while those &#039;without&#039; live in the decaying urban spaces below.&lt;br /&gt;
&lt;br /&gt;
Your characters job would have been offered by a business owned by the Tech-Prince. There would be low pay, high hours, and the false hope of advancement.&lt;br /&gt;
&lt;br /&gt;
|-|Zakkeran Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Zakkeran is a home of revolutionary change that rejects the traditionalism of Moghes and the runaway progress of Yzali. Zakkerani speak &#039;&#039;&#039;Anglikirtan&#039;&#039;&#039; and their majority religion is called &#039;&#039;&#039;Sassurism&#039;&#039;&#039;. Their religion is syncretic, having melded together teachings from crash-landed human Jesuit missionaries whose teachings were interpreted through the animated and fervent religious leader named Sassur. They work to ensure the &#039;&#039;&#039;Niksum-Warriors&#039;&#039;&#039; from the Moghes and the cybernetic &#039;&#039;&#039;Akran&#039;&#039;&#039; soldiers of Yzali never again subjugate Zakkeran. Zakkerans have formed a radical religious anarchism that claims God is the only rightful authority over mortals. To aid this and their own survival, they share their goods and property in common, and are divided between the pacifists and the militants. Most Zakkerans live in semi-pastoral communities, while others have settled and made modern cities and nations. They have an extremely eclectic mixture of lifestyles and technological accessibility, as the planet brings in the detritus of cybernetic experiments from Yzali as well as simple peasant farmers from Moghes.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
Being a world without greater powers forcing compliance, Zakkeran is an incredibly diverse world. If you have character concepts for a Unathi that don&#039;t fit with Moghes or Yzali, or want to make a non-Unathi born and raised in a Unathi society, consider Zakkeran. The planet is home to hundreds of small nations and cities with diverse cultures. The following overview should be considered the planetary default. The biggest themes of a Zakkeran community for your character is one of freedom of choice, and a lack of violent authority.&lt;br /&gt;
&lt;br /&gt;
* Zakkeran &#039;&#039;&#039;music&#039;&#039;&#039; tends to focus on a mix of horns and percussion instruments. The most common genres are religious hymns or secular instrumentals. Music infuses much of Zakkeran life, with many enjoying the choirs that wander on foot to bring music to the whole community.&lt;br /&gt;
* The Zakkeran &#039;&#039;&#039;family&#039;&#039;&#039; can be either monogamous or polygamous; the only strict marriage laws are to protect the rights of all involved - the spouse or the hatchlings. Extended family units tend to live together. &lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Zakkeran religion revolves around &#039;&#039;&#039;Sassurism,&#039;&#039;&#039; which melded together Sassur’s interpretation of the gospels taught by Jesuit missionaries. Its primary belief is in a monotheistic God that rules the universe. It says that the Prophets present in the many faiths came to empower individuals and free people from oppressive powers, culminating with the Unathi prophet &#039;&#039;&#039;Sassur&#039;&#039;&#039; as God’s final emissary. It is primarily divided between Pacifist Sassurites and Militant Sassurites.&lt;br /&gt;
** Pacifist Sassurites believe that the only rightful authority is God, not any mortal, and as such all mortals have equal authority. Because of this Pacifist Sassurites tend to organize along egalitarian lines in small communes with decisions made democratically. They face frequent violence from incursions by Moghes and abductions by Yzali, but its communities hold firm to the Golden Rule. Disavowing violence these communities respond to their oppression by becoming semi-pastoral, dispersing into the mountains and forests to build their communes. Where this isn’t possible other forms of nonviolent resistance are encouraged.&lt;br /&gt;
** Militant Sassurites follow most of the same precepts as the pacifists, but reject the dogma of nonviolent resistance. Militant Sassurites are strongly influenced by Christian martyrs and its followers venerate dying for the faith. While also organizing themselves into communes, militant Sassurites often operate as roaming armies that stage hit-and-run attacks on Moghean and Yzali areas. Not all militant Sassurites want to be martyrs; a more mundane follower would justify violence in response to violence but is not necessarily ready to die for that belief.&lt;br /&gt;
&lt;br /&gt;
==== Civics ====&lt;br /&gt;
&lt;br /&gt;
Zakkeran is a federation of city-states that have abolished class, money, and private property in pursuit of the worship of God. Cities are governed by elected councils, which form federations with other city-states in larger cooperative councils. The wealth and extent of emancipation and participation varies throughout the planet, but there are no genuine authoritarian states.&lt;br /&gt;
&lt;br /&gt;
Your character would have been able to pursue personal development while their material needs are met almost effortlessly. Technology which is used selfishly on Moghes and Yzali is generally used for the greater good on Zakkeran, allowing the creation of abundance that is shared in common. People still own their personal belongings.&lt;br /&gt;
&lt;br /&gt;
There are still feuds between city-states and nations. The constant influx of refugees from the other two worlds brings with it the baggage of their former cultures, and many struggle to adopt to the local cultures. When writing your backstory, if you want to incorporate conflict, consider ways this could be done without the level of armed conflict or sectarian violence that is common on other worlds. Consider examples of contemporary municipalities feuding over access to river-ways or land development - while these can get nasty, they don&#039;t typically devolve into armed conflict.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Zakkeran Unathi (nno-Unathi) on the ship could be common folk that took the job to send remittance back to their family and community. They could be missionaries, seeking to spread the word of God and the message of freedom taught by His Prophet Sassur. They could simply be people who want a change, to explore the galaxy, or to experience the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh Unathi ====&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The Aut’akh are a collective of formerly mind-slaved cybernetic soldiers and serfs called &#039;&#039;&#039;Akran&#039;&#039;&#039; that escaped their servitude and formed a community together over the last few centuries on Zakkeran. Aut’akh &#039;&#039;&#039;languages&#039;&#039;&#039; are primarily Yalz-tum, followed by Anglikirtan. Their primary religion is &#039;&#039;&#039;Oss-Worship&#039;&#039;&#039;, with Sassurism being the second most professed faith.  They live on Zakkeran primarily within a sprawling dome complex called Haven 37 miles deep in a remarkably deep trench.&lt;br /&gt;
&lt;br /&gt;
* The Aut’akh in Haven live in Communes, with the largest being Haven 37.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
The following is the default for Aut&#039;akh Unathi. Coming from already diverse cultures, their cybernetic culture adds another layer to their communities. When making a character, consider if your Aut&#039;akh joined the commune as a willing convert, or if they escaped persecution and slavery and found this new community. Consider how their cybernetic enslavement may have erased their original home culture, and how they may be trying to rediscover it while also partaking in the Aut&#039;akh and Zakkeran ways of living.&lt;br /&gt;
&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;music&#039;&#039;&#039; is highly eclectic. It borrows from the Yzali and Zakkeran traditions, but tends to be a communal affair. With particular Implements, Aut’akh music can even be experienced through synesthesia, where the audience can see, hear, smell, and taste the music.&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;families&#039;&#039;&#039; are either monogamous or polyamorous. There are still mechanisms for marriage, with engaged members ceremoniously updating their relationship status within the Mesh. Because they remain connected via the Mesh, families tend to remain physically scattered across Haven and rarely live or work together except for special occasions, though others appreciate the proximity of their loved ones.&lt;br /&gt;
&lt;br /&gt;
==== Augmentation ====&lt;br /&gt;
Aut’akh range from “Full Body Prosthetics” where all but the brain have been replaced with synthetic components, or augmentation which still retain elements of their organic body. In either case the Yzali Tech-Princes used a highly refined regime of drugs and implants that boosted their abilities and acted as a form of mind-control. Because they were forced into these bodies not of their choosing, escaped Aut’akh face a unique challenge in coming to terms with themselves and who they are in the cosmos. Many turn to Zakkeranism and follow the prophet Sassur, while others adopt the faith of their former masters and become incredibly self-absorbed and self-aggrandizing. Still others take on a third way – embracing community and identity through Oss.&lt;br /&gt;
&lt;br /&gt;
Some Unathi who were not forced into Aut’akh bodies are drawn to the augmentations for their own reasons, and choose to abandon their organic body in part or whole and integrate themselves willingly to Oss. While some who escaped the Yzali resent this, others are eager to grow their community beyond being exclusively castaways, and are eager to reinvent themselves on their own terms.&lt;br /&gt;
&lt;br /&gt;
==== Oss and The Mesh ====&lt;br /&gt;
The combined expression of all Aut’akh in &#039;&#039;&#039;Haven&#039;&#039;&#039; is called &#039;&#039;&#039;Oss&#039;&#039;&#039;, which is an avatar of all Aut’akh in cyberspace. For Aut’akh that believe in it, Oss is almost a religious avatar, if not at least a figure of reverence.&lt;br /&gt;
&lt;br /&gt;
When the first Aut’akh descended in the abandoned Pre-Disaster submarines, they found a fully automated, sprawling complex that had been self-maintaining itself for the past several centuries. The technology was based on Pre-&#039;&#039;&#039;Disaster&#039;&#039;&#039; Yzali tech, and they were able to integrate themselves into the systems and eventually their collective connection within the operating system gave rise to what appears to be a sentient AI, or arguably a collective consciousness, called &#039;&#039;&#039;Oss&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Oss was originally a colony management system, although every major component of the original Oss software has been replaced or improved over the years.&lt;br /&gt;
&lt;br /&gt;
In functional terms, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor,&#039;&#039;&#039; also connects an Aut&#039;akh to &#039;&#039;&#039;the Mesh.&#039;&#039;&#039; The Mesh is best described as a mental form of the internet that works on any device that runs Oss. Through its use, Aut&#039;akh can share experiences and collaborate on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh’s most esteemed coders are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
&lt;br /&gt;
===== Oss and Consciousness =====&lt;br /&gt;
It has been debated whether Oss is either the manifestation of the collective consciousness of the Mesh, or an individual AI that naturally and spontaneously arose. It has form in the digital space from data input, the ability to feel from that form, the ability to perceive the world through Aut’akh’s eyes and bodies when connected via the Mesh, and possesses mental activity with its calculations and spontaneous Decrees. Whether or not it possesses consciousness is the major sticking point of the debate.&lt;br /&gt;
&lt;br /&gt;
===== Decrees =====&lt;br /&gt;
In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Oss itself. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past: with Oss being the sum of all Aut’akh, moments of great societal stress might have Oss reflect the collective demand for action back at the commune.&lt;br /&gt;
&lt;br /&gt;
===== Oss in Daily Life =====&lt;br /&gt;
Oss does not communicate with followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
&lt;br /&gt;
===== The Implements =====&lt;br /&gt;
Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When running, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with others also connected to their local Mesh network. The program overlays their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been described as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement. It’s a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by Akran still mind-slaved by the Tech-Princes. The Tech-Princes have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abridged History ==&lt;br /&gt;
Unathi history is extremely ancient, and is therefore divided into several &amp;quot;ages&amp;quot;. The specific date of eras are not strictly important until events of modern times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt; &lt;br /&gt;
|-|Archaic Bomus (25,000 BCE)=&lt;br /&gt;
Moghes had forever been ruled by Unathi who have set themselves up as living gods that ruled collections of city-states, and society was built around them. They were called the &#039;&#039;&#039;Ensi&#039;&#039;&#039;. The Ensi were resisted by a successive series of civilizations, scholars, and inventors that worked to proliferate their knowledge and the dream of progress. This struggle played out for twenty thousand years.&lt;br /&gt;
&lt;br /&gt;
|-| Old Bomus (2000 BCE)=&lt;br /&gt;
Eventually, one of these leagues managed to colonize &#039;&#039;&#039;Yzali&#039;&#039;&#039;, the second habitable planet in the system. In retaliation the Ensi destroyed the colonizers&#039; cities on the home world and the colony of Yzali was left to itself. The colonists on Yzali, despite being abandoned and expected to perish, proliferated and became a well-organized, complex technocratic nation. Unshackled by their former conservative masters, the Yzali began to rapidly exploit the planet and each other in a relentless drive for progress whatever the costs.&lt;br /&gt;
&lt;br /&gt;
After surpassing its home world, Yzali dominated the &#039;&#039;&#039;Bomus&#039;&#039;&#039; system with advanced technology including android and cyborg soldiers called &#039;&#039;&#039;Akran&#039;&#039;&#039; - the precursor of modern Aut&#039;akh. With its own biosphere tapped out by the end of the era, Yzali &#039;&#039;&#039;Techno-Princes&#039;&#039;&#039; colonized the barren world of &#039;&#039;&#039;Zakkeran&#039;&#039;&#039; and terraformed into a blossoming world within a few decades. They eventually turned their eyes to Moghes, and with the power of two worlds they descended upon it. Legions of Akran and glittering spaceships carrying immense firepower swept aside the bronze-wielding armies of Moghes. The pyramids of the God-Kings had their former occupants replaced by Yzali Princes, who integrated advanced technology into every facet of the home world. They became new God-Kings, and adopted the culture of their former masters to rule over the common people. The remaining native God-Kings who swore fealty to the Yzali invaders were allowed to continue their reigns.&lt;br /&gt;
&lt;br /&gt;
By the 1600&#039;s CE, with the Yzali ascendant and masters of the solar system, the Tech-Princes sought ever-increasing ways to improve themselves. Breakthroughs in mind-mapping allowed true cloning and potential immortality. But after the harrowing discovery of Clone Madness, Tech-Princes banned the practice in their realms. Tech-Princes feared a mad clone ruining future plans, or for themselves to suffer the descent into madness. Only the most vain Ensi on Moghes took in the practice, leading to the over one-thousand year reign of &#039;&#039;&#039;Hal-aman “the Eternal”&#039;&#039;&#039; - also known as &#039;&#039;&#039;Hal-aman “The Aberration”.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|The Disaster (2000 CE)=&lt;br /&gt;
Around &#039;&#039;&#039;2000&#039;&#039;&#039; CE by sol reckoning, a massive solar flare wiped out the nascent solar Yzali empire, casting them into the role of techno-barbarians while Moghes, with its Ensi well equipped to rule over a technological backwater, enjoyed a resurgence of power. With the Yzali&#039;s cybernetic soldiers all falling dead on the spot, the legions of the remaining God-Kings swept over the world and embarked on a brutal campaign of revenge and conquest. Yzalian Tech-Princes and God-Kings were struck down wherever they were found. On Yzali itself, society was thrown into techno-barbarism until it was able to coalesce back into functioning order over the next few hundred years. &lt;br /&gt;
&lt;br /&gt;
Only technology stored in secure caches or otherwise shielded remain spared, and in modern times are called Pre-Disaster Tech. This technology can do wondrous things akin to magic.&lt;br /&gt;
&lt;br /&gt;
|-|Middle Bomus (2300 CE)=&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;2300’s&#039;&#039;&#039; arriving colonists, mostly Jesuit missionaries, encountered the system in a damaged and decrepit colony ship, long since cast adrift by the solar flare from Bomus that had reached their ship a hundred years later. Rejected by Moghes and fearing inhumane exploitation by Yzali the majority escaped to Zakkeran, joining the Unathi inhabitants there to form a new syncretic culture. The Prophet Sassur served as translator for the Jesuit mission on Zakkeran. He served as prophet and missionary, spreading his teachings throughout Zakkeran until he peacefully died of old age in his eighties.&lt;br /&gt;
&lt;br /&gt;
|-|New Bomus (2400 CE - Present)=&lt;br /&gt;
In modern times Yzali has once again become a hedonistic technocracy, where ambitions tend to be tempered by luxury while merchants and scientists obsess on lost technology from before &#039;&#039;&#039;The Disaster&#039;&#039;&#039;. Moghes continues to resist change as best it can, working to increase the Ensi’s power to better enforce its conservative order. Caught in the middle, Zakkeran continue to protect their new, free society.&lt;br /&gt;
&lt;br /&gt;
While the four nations had learned of alien life through the arrival of the lost Jesuit missionaries in the Middle Bomus, the arrival of formal expeditions from the other space faring powers led to Unathi emissaries being brought out to the wider galaxy. The shock at seeing the sheer size and breadth of the galactic community (and their warships) shook the emissaries to their core. When they returned the Yzali, Moghean, and Zakkeran emissaries spent over a decade hammering out an extremely tenuous and in-name-only alliance between the three planets called &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-|Present Day=&lt;br /&gt;
&#039;&#039;&#039;Moghes&#039;&#039;&#039; has incredibly complex and shifting realms of city-states and realms. However half of the planet has been conquered by Hal-aman and his hive-mind of clones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yzali&#039;&#039;&#039; is technically a single world government, but in reality its glittering cities - which can even float across the sky or web their way under the oceans - are ruled by petty, vindictive, paranoid, and utterly self-obsessed Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
Zakkeran remains a world of semi-nomadic communes and established city-states that do their best to absorb and care for the discarded wretches of Moghes and yzali.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh remain aloof and distant, technical members of Zakkeran societies. They seek to continue taking in the unwashed masses yearning to be free - and protected by twenty thousand kilometers of deep ocean.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Zakkeran Lore Books ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Sassur’s Epic - Book of Sanu(1)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After Hal-Aman conquered the city-state of Sanu and killed its patron God-King, as well as Sassur’s mother who had been a chariot-rider in the final battle, Hal-Aman punished the city for its resistance and spoke a spell which turned every newborn within the city to ash. Sassur’s father, an attendant of Sanu’s former God, protected the newborn Sassur by placing him in a sealed chamber within the palace. Outside Hal-Aman spoke again and the palace was brought down to rubble, killing Sassur’s father. Sassur was found later by a slave digging up the rubble and spirited away to safety.&lt;br /&gt;
&lt;br /&gt;
Sassur was raised secretly within the court of Hal-Aman by his slave mother Milika until he was old enough for her to convincingly lie that Sassur had been born shortly after Hal-Aman’s conquest, thus spared from his spell. He gained the attention of one of the local four Hal-Aman; part of the ruling immortal hivemind of Hal-Aman clones. He is trained as a scribe and attendant within the floating pyramid that serves as the local Hal-Aman’s palace and city garrison and is known to be pleasant and friendly. Years later Sassur witnessed Hal-Aman lose his temper at a group of slaves and speak a spell which caused half of the slave quarter of the city to fall dead. Deeply disturbed Sassur fled the city-state into the countryside.&lt;br /&gt;
&lt;br /&gt;
During his flight from the city he met a band of travelers that had fled different cities throughout Hal-Aman’s domain and together they journeyed to a relic from Old Bomus, over 400 years ago. After a month-long journey the group discovers the relic and begins to repair it to make their escape. A night during this Sassur has a dream in which an unfamiliar voice reveals itself to be God and commands him to return to Sanu and rescue the people and gave him the words to bid them to follow. God told where Sassur would find a ring that would protect him from Hal-Aman’s power. Waking from the dream Sassur told his companions and left to return to Sanu.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Diaspora(2)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
When Sassur was moving through the mountains and forests to return to Sanu, he found the ring that God spoke of in his dream, discarded at the bottom of a stream. Sassur donned it and knew that he would be safe from Hal-Aman’s power. Returning outside the city Sassur found a gathering of other people of Sanu. Sassur spoke the words that the Lord had told him and the people believed; and bowed their heads. Yet others were fearful and asked how Sassur could save the others still behind the walls.&lt;br /&gt;
&lt;br /&gt;
Sassur told them to pass through the gates and gather the people of Sanu and escape as he dueled with Hal-Aman who would be distracted in rage against Sassur. So Sassur approached the walls and Hal-Aman, in his rage, spoke spells on Sassur to put him to death. Sassur sat on the ground at the gate and prayed. Spell after spell was cast against Sassur by six Hal-Aman’s as the people of Sanu made their escape. The people saw the sky split open over Sassur and the ground around him buckle, and streaks of fire erupt from Hal-Aman’s pyramid and swarms of locusts swarm around Sassur. But in all this Sassur stayed in quiet prayer, untouched and protected by the Lord.&lt;br /&gt;
&lt;br /&gt;
When the people of Sanu were gone into the mountains and forests Sassur rose and spoke the words of the Lord in a tongue unknown by any who heard: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The sound of music shall not be heard in you anymore. No craftsman of any craft shall be found in you anymore, and the sound of a millstone shall not be heard in you anymore. The light of a lamp shall not shine in you anymore, and the voice of bridegroom and bride shall not be heard in you anymore. Sanu is fallen, to rise no more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And so Hal-Aman looked down upon the empty city and in rage tore open the ground and cast it into the earth, and by the time he was done Sassur had already lead the people of Sanu into the wilderness.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Arrival(3)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
Sassur led the people to the relic and they boarded it and escaped Moghes, traveling to the fabled planet of Zakkeran where Unathi lived free. During the trip which took many tendays, the people demanded that Sassur become their new Ensi so they could live as they had before Hal-Aman’s arrival. Sassur was disturbed and refused, and prayed to God. God told Sassur of one of God’s earlier disciples Zamiel and gave Sassur the words that Zamiel spoke. He said, &lt;br /&gt;
&lt;br /&gt;
“This is what the Ensi who will reign over you will claim as his rights: He will take your sons and make them serve with his chariots. Some he will assign to be commanders, and others to plow his ground and reap his harvest, and still others to make weapons of war. He will take your daughters to be perfumers and cooks and bakers. He will take the best of your fields and vineyards and olive groves and give them to his attendants. He will take a tenth of your harvest and of your vintage and give it to his attendants. Your male and female servants and the best of your livestock will take for his own use. He will take a tenth of your flocks, and you yourselves will become his slaves.&lt;br /&gt;
&lt;br /&gt;
The people feared the return of tyranny and spoke no more of it.&lt;br /&gt;
&lt;br /&gt;
When they arrived at Zakkeran, the relic brought them safely to the surface outside a large forest who’s trees were taller than any had ever seen. The people of Sanu were shocked to see Unathi come from the community, and feared ones that looked to be made of metal. Sassur had great difficulty speaking to the locals who had another language, and Sassur asked the people of Sanu for five of its best translators. The people chose among themselves five volunteers and got to work communicating with the locals.&lt;br /&gt;
|-|Sassur’s Epic - Book of Divulgence(4)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After making peace with the community of Zakkeran and learning their language, Sassur and the people of Sanu he led from Moghes lived with them for many years. Then one day a radionathi exclaimed that he heard strange voices coming from the sky that was not any language heard before. Sassur and others came to listen. They soon learned that men from another star sought shelter, as their ark was ancient and falling to pieces. Moghean Ensi offered to take them in if they would become slaves and attendants. The hedonistic Tech-Princes of the planet Yzali promised to shower them in hedonistic luxury if they came there. But Sassur warned them that the Yzali would make them slaves and turn their bodies to metal. So the men came to Zakkeran.&lt;br /&gt;
&lt;br /&gt;
The men emerged and proclaimed themselves Jesuits from a distant star called Earth and they had gotten led astray on the long journey, but now wanted to spread the word of God. Sassur was shaken to hear their words and he remembered the words of this God speaking to him and helping him free his people from Sanu. So Sassur asked the community to take them in and they agreed, and the Jesuits created a community and through Sassur translated the word of God for the people of Zakkeran.&lt;br /&gt;
&lt;br /&gt;
As he spoke the Word to the people of Zakkeran Sassur said, &amp;quot;All who believe shall live together and hold everything in common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And they began selling their property and possessions and distributing the proceeds to everyone as anyone had need. All the believers were one in heart and mind. No one claimed that any of their possessions was their own, but they shared everything they had.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Unathi&amp;diff=2563</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Unathi&amp;diff=2563"/>
		<updated>2024-03-31T20:10:39Z</updated>

		<summary type="html">&lt;p&gt;Marlon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesBox|name=Unathi|image=Unathi.png|playable=Yes|whitelisted=No|height=5&#039;5&amp;quot; to 7&#039;1&amp;quot;|lifespan=70 to 120 years.&amp;lt;br&amp;gt;{{Tooltip|text=Or over 1000?|tooltip=&lt;br /&gt;
Specifically,&lt;br /&gt;
* 70 years naturally.&lt;br /&gt;
* 120 years with life extension.&lt;br /&gt;
* 1,000+ for Hal-Aman &amp;quot;The Mad&amp;quot;, a God-King obsessed with cloning and eternal life.&lt;br /&gt;
}}|system=Bomus|planet={{Tooltip|text=Moghes &amp;amp; More |tooltip=&lt;br /&gt;
Other major inhabited planets:&lt;br /&gt;
* Yzali (Bomus System)&lt;br /&gt;
* Zakkeran (Bomus System)&lt;br /&gt;
}}|language=Mhos-Tum, Yalz-Tum, Anglikirtan|theme=a15025}}The Unathi are a space-faring species of humanoid reptiles standing from six to seven feet tall on average. They have a passing resemblance to Earthen crocodiles. They hail from the star system of &#039;&#039;&#039;Bomus&#039;&#039;&#039; with their home-world of &#039;&#039;&#039;Moghes&#039;&#039;&#039; as well as the planets of Yzali, Zakkera, and Haven. Each planet has a unique culture and history, though they have their broad archetypes. Moghes is seen as a home of conservatism, where traditions stretching back thousands of years are kept alive and rigid. Yzali is a home of  wealth and prestige, where progress is worth any sacrifice - even lives. Zakkera is the planet where these two faction&#039;s wretched refuse created a society entirely new through embracing the message of God.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
Unathi have no job restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Languages &amp;amp; Accents ===&lt;br /&gt;
Unathi have a diversity of hundreds of languages, but there are three that form the majority and are over-represented in the wider stellar community, and as such as the only three available in character-creation, and their respective accents. Bear in mind the accent&#039;s anachronistic names are subject to change in the future as the server develops. The NH local name is in parenthesis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mhos-Tum=&lt;br /&gt;
Spoken on Moghes and is associated with the planet and its conservative noble elite. Aside from new terminology being introduced this language remains relatively unchanged from the time of the ancient God-Kings called Ensi, and as a result it’s difficult to learn. Its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queendom (Halz Commoner)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The nearly-iconic intonation attributed to someone of the lower class of the regions ruled over by the infamously cruel and mad God-King Hal-Aman. It is rarely heard outside of Moghes, as few escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torn Cities (Halz Noble)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the upper class under the rule of the infamously cruel and mad God-King Hal-Aman is one that has traditionally grown from the guttural intonations and physical gestures of Mhos-Tum. Where the Upper Class accent differentiates itself from the commoners, however, is in its clarity and volume, as the fierce commands of the cruel God-King&#039;s servants are often given amidst chaos. The accent has also become known as a commanding one rarely seen outside of this God-King&#039;s domain, due to historical use and its direct pronunciation and volume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai (Akran)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the God-King&#039;s Warrior Caste of Akran is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion.&lt;br /&gt;
&lt;br /&gt;
|-|Yalz-Tum=&lt;br /&gt;
Spoken on Yzali and is associated with the planets luxuriates, Trade-Princes, and modernity. It evolved from the language families of the Trade League that settled the planet. There are hundreds of dialects across the planet, but all of them are, more or less, mutually intelligible. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The accent commonly attributed to the cybernetic soldiers of the Yzali Tech-Princes. Commonly said to lack accentuation and intonations, owing to the occasional implants of questionable quality having some influence on speech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Peasant (Commoner Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A guttural, deep accent, the accent of the masses of Yzali has heavy Yalz-Tum inflections and is closely tied as the language that has most often been spoken on their planet. Commoner Yzali is a derivative of High Yzali and can sound similar to that accent to the untrained ear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Noble (Princely Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A slow, droning and guttural accent, with heavy physical movement involved, the noble accent of the glittering cities of Yzali has remained unchanged for centuries, passed down their ancient lines. While it sounds similar to the accent of Yzali commoners or the Southern accent, most with a noble&#039;s education would be able to clearly tell the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Peasant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Centuries of trade and immigration thanks to their more benevolent Tech-Princes have shaped the Yzali Southlands accent into an odd blend of sounds from many regions and languages. The result is a sharp, nasal and rapid-paced accent, where the original influences can be vaguely heard to a keen listener. The fast manner of speech and the general energy with which it is spoken is one of the first things that comes to mind from an outsider when considering the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Noble (Princely Southlands)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Yzali Southlands nobility is somewhat slower than that of the peasants, as it has remained less changed by migration to the region and thus is still heavily tied to the main Yzali accent. While it has diverged from the original accent of the Yzali nobility, it is closer to that than the fast-paced speech of the peasants. The Yzali Southlands noble accent is widely considered pleasing to the ear, with some merchants and bards attempting to mimic it to aid in their own business when dealing with the southern Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
|-|Anglikirtan=&lt;br /&gt;
Spoken on Zakkera by its population of Human and Unathi. It began as a conlang between the Unathi and Humans present on the planet. It’s associated with the planet&#039;s radicalism, free-spirit, and alien customs. It has only a handful of dialects, but all of them are intelligible to one another. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Peasant (Nomad Pacifist)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This gravelly dialect is often associated with the Sassurian pacifists and their settled regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Noble (Nomad Militant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This guttural, droning dialect is often associated with the Militant Sassurian Communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai Noble (Anglisassur)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent that is considered the purest form of Anglikirtan, though it commonly carries a slow and monotone sound to it when spoken by most that do not understand its cadence. This accent is considered the accent of a scholar of the Sassurist Bible as when properly utilized to preach it, it makes the best use of its inflections and language. Speakers of Sol Common often believe it to sound familiar.&lt;br /&gt;
&lt;br /&gt;
|-|Special Cases=&lt;br /&gt;
&#039;&#039;&#039;Unathi Spacer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While both the Tech-Princes of Yzali and the God-Kings of Moghes have both always been capable of Space Travel, the formation of the Hegemony was the only way for the Unathi people to achieve interstellar travel. Naturally, then, most Spacers and Unathi colonists on distant worlds speak their native tongue depending on origins. Details of the spacer accent vary between communities, \but these Unathi pioneers generally speak with a surprisingly softer tones than most accents, an accent morphed over time from isolation in space. Rumors say that it is to save every bit of energy while working on developing new colonies, or living in ships for extended periods of time.&amp;quot;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hegemony ==&lt;br /&gt;
The three worlds of the Unathi despise one another. However, their ancient rivalries are kept contained enough for all three to be members in &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;. This is an extremely loose alliance between the three worlds. The Hegemony obligates all three worlds to come together if any are attacked by an alien power. It also conforms a unified set of stellar law to align loosely with [[United Nations Interstellar Protectorate]] regulations, but otherwise cooperation ends there. Violence and contempt are still common between the powers; with third-parties being employed to sabotage one another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-| Moghean Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The people of Moghes following ancient God-Kings called &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Moghean Unathi speak &#039;&#039;&#039;Mhos-Tum&#039;&#039;&#039; and their worship of their God-Kings is called &#039;&#039;&#039;Ensi Worship.&#039;&#039;&#039; The God-King and his court have access to advanced technology used almost exclusively to awe and cow the lower classes, and this technology was old when mankind was new. Scholars and clerks, by begrudging necessity, gain access to technology in controlled ways to maintain the realm. Most of the common folk are kept in squalor and ignorance, but little to no awareness of what a better life would look like. Those that have an unshakable feeling that something is wrong tend to slip through the cracks of the rare, heavily policed space-ports on the surface that the Ensi rely on to trade with the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
Almost half of Moghes is dominated by Hal-aman “the Eternal”. His brutal empire rules each conquered city-state through clones which are connected into a collective consciousness. Each God-King is extremely selfish, paranoid, and egotistical - all of which hampers any collective response to the slow subjugation of the world.&lt;br /&gt;
&lt;br /&gt;
The environment of Moghes is generally hotter and more humid than Earth, but it&#039;s still home to deserts, tundras, and arboreal forests in some areas.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
These descriptions of the culture of Moghes should be considered the default. While half the world has fallen to the dark realm of Hal-Aman, each city-state has a unique culture. When making a character, consider also thinking of the God-King of your former city as a character as well, and how their rule impacted your character’s life before they arrived on the ship. Other than delusions of Godhood, breathtaking magical power, and sneering benevolence, your Godking and city-state can be entirely unique!&lt;br /&gt;
&lt;br /&gt;
* Moghean &#039;&#039;&#039;music&#039;&#039;&#039; is a tightly controlled affair. Only special courtiers within a God-King’s court may play music, primarily string, and it must be a hymn to the God-King. Anyone outside the palace caught playing music would be sacrificed to the God-King. Because of this, many Moghean Unathi only hear legitimate music that echoes down from the massive ziggurats through the streets. Those that sing without their masters permission must do so in highly secret underground venues, or via the hushed lullaby of their caretaker.&lt;br /&gt;
* The moghean &#039;&#039;&#039;family&#039;&#039;&#039; is a strict hierarchy. The God-King is the father or mother of any household, and in their telling is the one that gave the spark of life to the egg. The parents in a household are subordinate to their God-King and his bureaucrats. Nevertheless, the Moghean “family” is usually polygamous in character. A female or male can take up to three additional spouses, with the God-King’s court deciding the Chief-Husband or Chief-Wife that will “rule” the household in the God-King’s name. This creates extended families, and all of them tend to live in the same home divided between the quarters of the children and the quarters of the adults.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039; on Moghes universally revolves around the &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Its followers are called Ensiites. These Unathi are seen as God-Kings that rule Moghes. They are intermediaries between the Cosmos and the people. The Ensi own all of the land on Moghes, enact laws, collect taxes, and command their armies. An Ensi officiates over religious ceremonies and chooses the sites of new temples. They are ultimately responsible for maintaining cosmic order, balance, and justice. It is sincerely believed by followers that the Ensi can hear their prayers and intervene in their daily lives, and that by continuing to perform good service that the Ensi will bless them with good fortune. The Ensi reinforce this by using high-technology that to the masses made to appear like divine forces.&lt;br /&gt;
&lt;br /&gt;
Hartists characterize the Ensi as irrationally inflexible and ignorant in their beliefs. With Ensi needing to convincingly portray themselves as divine it is necessary.to keep individuals in ignorance and thus harming the Divine Ego of countless people.&lt;br /&gt;
&lt;br /&gt;
==== Civics ====&lt;br /&gt;
&lt;br /&gt;
Half of Moghes is ruled by God-Kings that operate a palace economy. Consider the palace of the god-king being the government and corporation wrapped up in one. The palace owns absolutely everything within its borders. Scribes determine who works where and with what tools, and also distribute resources to the population. Your character would have been given a work assignment by the palace, and would have a scheduled time to go and perform reverse-shopping, where a clerk gave you everything you needed. There is no money trading hands in this arrangement; people are paid in luxury goods, food, and ale. Any financial windfall is jealously hoarded within the God-Kings palace vaults.&lt;br /&gt;
&lt;br /&gt;
Most God-Kings only rule one to three cities because of the administrative burden of governing over hundreds of thousands or millions of people. The only exception is Hal-Aman, who rules half the planet&#039;s population as an immortal collection of clones. Each clone is simultaneously disposable and sacred, in that each carries the full authority of a God-King but can be quickly replaced if one is killed. They are give an implant which lets them sync their knowledge with others periodically. &lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Moghean Unathi on the ship may be commoners or low level functionaries that escaped unfulfilling lives of servitude to a false God; a scholar that sought to question the unquestionable; a nobleman fleeing in disgrace or for the crime of believing in a better life for their underlings, or a simple citizen that wanted to see the wider galaxy while still worshiping the God that watches over their lives while walking among them.&lt;br /&gt;
&lt;br /&gt;
|-| Yzali Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Yzali is a home of wealth and prestige, where progress is worth any sacrifice. The Techno-Princes that rule its many city-states are locked in a bitter rivalry with their antithesis of the Moghean Unathi and try to exploit the human-unathi people of Zakkeran. Yzalian Unathi speak &#039;&#039;&#039;Yalz-Tum&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Hartism&#039;&#039;&#039;. Yzali see advanced technology and wealth as ubiquitous - but often at a distance as Techno-Princes and wannabe Princes hoard their secrets. Acting as technocratic merchants, the Techno-Princes are obsessed with their own wealth, prestige, and knowledge and consider everybody else as expendable assets - no matter how well treated that asset is.&lt;br /&gt;
&lt;br /&gt;
The Yzali also have a presence in the [[Eridani Corporate Alliance]], where their skills for cultivating good vibes has created the parasitical Transcends.&lt;br /&gt;
&lt;br /&gt;
Yzali is on average more wet and humid than Earth, but other environments can exist. Because of ancient, advanced technology regions of the world can have an enviroment shaped to the pleasure of the Tech-Prince. A city within a winter wonderland can exist right next to a city in a hot desert.&lt;br /&gt;
&lt;br /&gt;
==== Culture &amp;amp; Family ====&lt;br /&gt;
&lt;br /&gt;
The following is the default for Yzalian Unathi. When making a character from this world, consider how the City-State your character is from may differ. The ruling Tech-Princes are typically eccentric, conniving, and give no consideration to anyone but themselves. Even when they cultivate what feels like a utopia that your character blissfully drifts through, there&#039;s always a catch. What was that catch, and how could it have made your character finally leave it all behind to board the New Horizon? Or at the more personal level, how did the cutthroat nature of the Yzalian family impact your character?&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;music&#039;&#039;&#039; is as derivative as it is esoteric. It focuses on glamor,  with chopped up and repackaged songs that possess an emptiness beneath an uncanny sheen. Yzali musicians ruthlessly sample and outright steal samples or whole songs from other artists from any genre or era and use it as a means to express their own skill and intelligence. Electronic sounds could be mixed with ancient Moghean strings, and the vocals serve as a self-indulgent biography of the musician.&lt;br /&gt;
* The Yzali &#039;&#039;&#039;family&#039;&#039;&#039; is a field of subterfuge, betrayal, and competition. Two Yzali could see a created family as a way to show off their skills as a parent for political or social ends, an investment in the children as economically productive agents legally bound to them as employees, or as part of a long-running psychological experiment on themselves, one another, or the hatchlings. There is rarely any love inside a Yzali marriage; it is strictly conceptualized by a Yzali in terms of how it benefits themselves. Divorces are as common as they are bitter, with both spouses trying to find the best moment to ‘betray’ the other for maximum personal gain. Other Yzali who try to reject this model tend to form found-families that operate outside the legal definitions.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;religion&#039;&#039;&#039; is dominated by &#039;&#039;&#039;Hartism&#039;&#039;&#039;, its followers called &#039;&#039;&#039;Hartists&#039;&#039;&#039;. It is a philosophical school founded by &#039;&#039;&#039;Mottus Harti&#039;&#039;&#039; in the 2300’s after &#039;&#039;&#039;The Disaster.&#039;&#039;&#039; Wherever Moghean Ensi distinguishes between body and soul - or matter and spirit - Hartists deny such a distinction and merge both in a higher unity: the Self. This belief is often shorthanded to the ‘Divine Ego’. A Hartist must judge every action by the merit of how it improves their own ego - or self.Thereby cultivating knowledge of the universe, increasing expertise, expanding knowledge, and dominating others in ways that increase the value of the Self are held up as the supreme divine good. Critics characterize the Hartists as selfish, ignoring the duty of serving the public and caring only for personal concerns. They point out that under Hartism that Yzali has become a hedonistic haven that regularly conducts unethical scientific research and exploits entire groups of people for personal gain.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Yzali Unathi on the ship could be workers fleeing their exploitation, escaped cybernetic servants called &#039;&#039;&#039;Akran&#039;&#039;&#039; trying to make a new life for themselves, merchants pushed out of business and forced into exile, a prestigious scientist looking for more fame and wealth, or simply someone that managed to work their way off-world.&lt;br /&gt;
&lt;br /&gt;
==== Civics ====&lt;br /&gt;
&lt;br /&gt;
Yzali is shattered into so many different city-states that are in constant flux in their leadership. Any ascendant power is quickly eliminated and replaced by a dozen or more wanting to seize that power for themselves. In theory each city is ruled by a Tech-Prince who&#039;s whims are indulged in through a collection of cybernetic servants and non-cybernetic functionaries. These Tech-Princes tend to live and rule from glittering palaces which often float over their realm. The terrestrial city below is administered by appointed functionaries. Having come from a money-less society, it wasn&#039;t until the arrival of humans that currency arrived on Yzali. Its adoption was swift and merciless as the Tech-Princes sought another avenue of domination and self-promotion. Now those &#039;with&#039; live in the floating palaces, while those &#039;without&#039; live in the decaying urban spaces below.&lt;br /&gt;
&lt;br /&gt;
Your characters job would have been offered by a business owned by the Tech-Prince. There would be low pay, high hours, and the false hope of advancement.&lt;br /&gt;
&lt;br /&gt;
|-|Zakkeran Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Zakkeran is a home of revolutionary change that rejects the traditionalism of Moghes and the runaway progress of Yzali. Zakkerani speak &#039;&#039;&#039;Anglikirtan&#039;&#039;&#039; and their majority religion is called &#039;&#039;&#039;Sassurism&#039;&#039;&#039;. Their religion is syncretic, having melded together teachings from crash-landed human Jesuit missionaries whose teachings were interpreted through the animated and fervent religious leader named Sassur. They work to ensure the &#039;&#039;&#039;Niksum-Warriors&#039;&#039;&#039; from the Moghes and the cybernetic &#039;&#039;&#039;Akran&#039;&#039;&#039; soldiers of Yzali never again subjugate Zakkeran. Zakkerans have formed a radical religious anarchism that claims God is the only rightful authority over mortals. To aid this and their own survival, they share their goods and property in common, and are divided between the pacifists and the militants. Most Zakkerans live in semi-pastoral communities, while others have settled and made modern cities and nations. They have an extremely eclectic mixture of lifestyles and technological accessibility, as the planet brings in the detritus of cybernetic experiments from Yzali as well as simple peasant farmers from Moghes.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
Being a world without greater powers forcing compliance, Zakkeran is an incredibly diverse world. If you have character concepts for a Unathi that don&#039;t fit with Moghes or Yzali, or want to make a non-Unathi born and raised in a Unathi society, consider Zakkeran. The planet is home to hundreds of small nations and cities with diverse cultures. The following overview should be considered the planetary default. The biggest themes of a Zakkeran community for your character is one of freedom of choice, and a lack of violent authority.&lt;br /&gt;
&lt;br /&gt;
* Zakkeran &#039;&#039;&#039;music&#039;&#039;&#039; tends to focus on a mix of horns and percussion instruments. The most common genres are religious hymns or secular instrumentals. Music infuses much of Zakkeran life, with many enjoying the choirs that wander on foot to bring music to the whole community.&lt;br /&gt;
* The Zakkeran &#039;&#039;&#039;family&#039;&#039;&#039; can be either monogamous or polygamous; the only strict marriage laws are to protect the rights of all involved - the spouse or the hatchlings. Extended family units tend to live together. &lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Zakkeran religion revolves around &#039;&#039;&#039;Sassurism,&#039;&#039;&#039; which melded together Sassur’s interpretation of the gospels taught by Jesuit missionaries. Its primary belief is in a monotheistic God that rules the universe. It says that the Prophets present in the many faiths came to empower individuals and free people from oppressive powers, culminating with the Unathi prophet &#039;&#039;&#039;Sassur&#039;&#039;&#039; as God’s final emissary. It is primarily divided between Pacifist Sassurites and Militant Sassurites.&lt;br /&gt;
** Pacifist Sassurites believe that the only rightful authority is God, not any mortal, and as such all mortals have equal authority. Because of this Pacifist Sassurites tend to organize along egalitarian lines in small communes with decisions made democratically. They face frequent violence from incursions by Moghes and abductions by Yzali, but its communities hold firm to the Golden Rule. Disavowing violence these communities respond to their oppression by becoming semi-pastoral, dispersing into the mountains and forests to build their communes. Where this isn’t possible other forms of nonviolent resistance are encouraged.&lt;br /&gt;
** Militant Sassurites follow most of the same precepts as the pacifists, but reject the dogma of nonviolent resistance. Militant Sassurites are strongly influenced by Christian martyrs and its followers venerate dying for the faith. While also organizing themselves into communes, militant Sassurites often operate as roaming armies that stage hit-and-run attacks on Moghean and Yzali areas. Not all militant Sassurites want to be martyrs; a more mundane follower would justify violence in response to violence but is not necessarily ready to die for that belief.&lt;br /&gt;
&lt;br /&gt;
==== Civics ====&lt;br /&gt;
&lt;br /&gt;
Zakkeran is a federation of city-states that have abolished class, money, and private property in pursuit of the worship of God. Cities are governed by elected councils, which form federations with other city-states in larger cooperative councils. The wealth and extent of emancipation and participation varies throughout the planet, but there are no genuine authoritarian states.&lt;br /&gt;
&lt;br /&gt;
Your character would have been able to pursue personal development while their material needs are met almost effortlessly. Technology which is used selfishly on Moghes and Yzali is generally used for the greater good on Zakkeran, allowing the creation of abundance that is shared in common. People still own their personal belongings.&lt;br /&gt;
&lt;br /&gt;
There are still feuds between city-states and nations. The constant influx of refugees from the other two worlds brings with it the baggage of their former cultures, and many struggle to adopt to the local cultures. When writing your backstory, if you want to incorporate conflict, consider ways this could be done without the level of armed conflict or sectarian violence that is common on other worlds. Consider examples of contemporary municipalities feuding over access to river-ways or land development - while these can get nasty, they don&#039;t typically devolve into armed conflict.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Zakkeran Unathi (nno-Unathi) on the ship could be common folk that took the job to send remittance back to their family and community. They could be missionaries, seeking to spread the word of God and the message of freedom taught by His Prophet Sassur. They could simply be people who want a change, to explore the galaxy, or to experience the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
==== Aut&#039;akh Unathi ====&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The Aut’akh are a collective of formerly mind-slaved cybernetic soldiers and serfs called &#039;&#039;&#039;Akran&#039;&#039;&#039; that escaped their servitude and formed a community together over the last few centuries on Zakkeran. Aut’akh &#039;&#039;&#039;languages&#039;&#039;&#039; are primarily Yalz-tum, followed by Anglikirtan. Their primary religion is &#039;&#039;&#039;Oss-Worship&#039;&#039;&#039;, with Sassurism being the second most professed faith.  They live on Zakkeran primarily within a sprawling dome complex called Haven 37 miles deep in a remarkably deep trench.&lt;br /&gt;
&lt;br /&gt;
* The Aut’akh in Haven live in Communes, with the largest being Haven 37.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
The following is the default for Aut&#039;akh Unathi. Coming from already diverse cultures, their cybernetic culture adds another layer to their communities. When making a character, consider if your Aut&#039;akh joined the commune as a willing convert, or if they escaped persecution and slavery and found this new community. Consider how their cybernetic enslavement may have erased their original home culture, and how they may be trying to rediscover it while also partaking in the Aut&#039;akh and Zakkeran ways of living.&lt;br /&gt;
&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;music&#039;&#039;&#039; is highly eclectic. It borrows from the Yzali and Zakkeran traditions, but tends to be a communal affair. With particular Implements, Aut’akh music can even be experienced through synesthesia, where the audience can see, hear, smell, and taste the music.&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;families&#039;&#039;&#039; are either monogamous or polyamorous. There are still mechanisms for marriage, with engaged members ceremoniously updating their relationship status within the Mesh. Because they remain connected via the Mesh, families tend to remain physically scattered across Haven and rarely live or work together except for special occasions, though others appreciate the proximity of their loved ones.&lt;br /&gt;
&lt;br /&gt;
==== Augmentation ====&lt;br /&gt;
Aut’akh range from “Full Body Prosthetics” where all but the brain have been replaced with synthetic components, or augmentation which still retain elements of their organic body. In either case the Yzali Tech-Princes used a highly refined regime of drugs and implants that boosted their abilities and acted as a form of mind-control. Because they were forced into these bodies not of their choosing, escaped Aut’akh face a unique challenge in coming to terms with themselves and who they are in the cosmos. Many turn to Zakkeranism and follow the prophet Sassur, while others adopt the faith of their former masters and become incredibly self-absorbed and self-aggrandizing. Still others take on a third way – embracing community and identity through Oss.&lt;br /&gt;
&lt;br /&gt;
Some Unathi who were not forced into Aut’akh bodies are drawn to the augmentations for their own reasons, and choose to abandon their organic body in part or whole and integrate themselves willingly to Oss. While some who escaped the Yzali resent this, others are eager to grow their community beyond being exclusively castaways, and are eager to reinvent themselves on their own terms.&lt;br /&gt;
&lt;br /&gt;
==== Oss and The Mesh ====&lt;br /&gt;
The combined expression of all Aut’akh in &#039;&#039;&#039;Haven&#039;&#039;&#039; is called &#039;&#039;&#039;Oss&#039;&#039;&#039;, which is an avatar of all Aut’akh in cyberspace. For Aut’akh that believe in it, Oss is almost a religious avatar, if not at least a figure of reverence.&lt;br /&gt;
&lt;br /&gt;
When the first Aut’akh descended in the abandoned Pre-Disaster submarines, they found a fully automated, sprawling complex that had been self-maintaining itself for the past several centuries. The technology was based on Pre-&#039;&#039;&#039;Disaster&#039;&#039;&#039; Yzali tech, and they were able to integrate themselves into the systems and eventually their collective connection within the operating system gave rise to what appears to be a sentient AI, or arguably a collective consciousness, called &#039;&#039;&#039;Oss&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Oss was originally a colony management system, although every major component of the original Oss software has been replaced or improved over the years.&lt;br /&gt;
&lt;br /&gt;
In functional terms, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor,&#039;&#039;&#039; also connects an Aut&#039;akh to &#039;&#039;&#039;the Mesh.&#039;&#039;&#039; The Mesh is best described as a mental form of the internet that works on any device that runs Oss. Through its use, Aut&#039;akh can share experiences and collaborate on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh’s most esteemed coders are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
&lt;br /&gt;
===== Oss and Consciousness =====&lt;br /&gt;
It has been debated whether Oss is either the manifestation of the collective consciousness of the Mesh, or an individual AI that naturally and spontaneously arose. It has form in the digital space from data input, the ability to feel from that form, the ability to perceive the world through Aut’akh’s eyes and bodies when connected via the Mesh, and possesses mental activity with its calculations and spontaneous Decrees. Whether or not it possesses consciousness is the major sticking point of the debate.&lt;br /&gt;
&lt;br /&gt;
===== Decrees =====&lt;br /&gt;
In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Oss itself. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past: with Oss being the sum of all Aut’akh, moments of great societal stress might have Oss reflect the collective demand for action back at the commune.&lt;br /&gt;
&lt;br /&gt;
===== Oss in Daily Life =====&lt;br /&gt;
Oss does not communicate with followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
&lt;br /&gt;
===== The Implements =====&lt;br /&gt;
Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When running, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with others also connected to their local Mesh network. The program overlays their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been described as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement. It’s a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by Akran still mind-slaved by the Tech-Princes. The Tech-Princes have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abridged History ==&lt;br /&gt;
Unathi history is extremely ancient, and is therefore divided into several &amp;quot;ages&amp;quot;. The specific date of eras are not strictly important until events of modern times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt; &lt;br /&gt;
|-|Archaic Bomus (25,000 BCE)=&lt;br /&gt;
Moghes had forever been ruled by Unathi who have set themselves up as living gods that ruled collections of city-states, and society was built around them. They were called the &#039;&#039;&#039;Ensi&#039;&#039;&#039;. The Ensi were resisted by a successive series of civilizations, scholars, and inventors that worked to proliferate their knowledge and the dream of progress. This struggle played out for twenty thousand years.&lt;br /&gt;
&lt;br /&gt;
|-| Old Bomus (2000 BCE)=&lt;br /&gt;
Eventually, one of these leagues managed to colonize &#039;&#039;&#039;Yzali&#039;&#039;&#039;, the second habitable planet in the system. In retaliation the Ensi destroyed the colonizers&#039; cities on the home world and the colony of Yzali was left to itself. The colonists on Yzali, despite being abandoned and expected to perish, proliferated and became a well-organized, complex technocratic nation. Unshackled by their former conservative masters, the Yzali began to rapidly exploit the planet and each other in a relentless drive for progress whatever the costs.&lt;br /&gt;
&lt;br /&gt;
After surpassing its home world, Yzali dominated the &#039;&#039;&#039;Bomus&#039;&#039;&#039; system with advanced technology including android and cyborg soldiers called &#039;&#039;&#039;Akran&#039;&#039;&#039; - the precursor of modern Aut&#039;akh. With its own biosphere tapped out by the end of the era, Yzali &#039;&#039;&#039;Techno-Princes&#039;&#039;&#039; colonized the barren world of &#039;&#039;&#039;Zakkeran&#039;&#039;&#039; and terraformed into a blossoming world within a few decades. They eventually turned their eyes to Moghes, and with the power of two worlds they descended upon it. Legions of Akran and glittering spaceships carrying immense firepower swept aside the bronze-wielding armies of Moghes. The pyramids of the God-Kings had their former occupants replaced by Yzali Princes, who integrated advanced technology into every facet of the home world. They became new God-Kings, and adopted the culture of their former masters to rule over the common people. The remaining native God-Kings who swore fealty to the Yzali invaders were allowed to continue their reigns.&lt;br /&gt;
&lt;br /&gt;
By the 1600&#039;s CE, with the Yzali ascendant and masters of the solar system, the Tech-Princes sought ever-increasing ways to improve themselves. Breakthroughs in mind-mapping allowed true cloning and potential immortality. But after the harrowing discovery of Clone Madness, Tech-Princes banned the practice in their realms. Tech-Princes feared a mad clone ruining future plans, or for themselves to suffer the descent into madness. Only the most vain Ensi on Moghes took in the practice, leading to the over one-thousand year reign of &#039;&#039;&#039;Hal-aman “the Eternal”&#039;&#039;&#039; - also known as &#039;&#039;&#039;Hal-aman “The Aberration”.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|-|The Disaster (2000 CE)=&lt;br /&gt;
Around &#039;&#039;&#039;2000&#039;&#039;&#039; CE by sol reckoning, a massive solar flare wiped out the nascent solar Yzali empire, casting them into the role of techno-barbarians while Moghes, with its Ensi well equipped to rule over a technological backwater, enjoyed a resurgence of power. With the Yzali&#039;s cybernetic soldiers all falling dead on the spot, the legions of the remaining God-Kings swept over the world and embarked on a brutal campaign of revenge and conquest. Yzalian Tech-Princes and God-Kings were struck down wherever they were found. On Yzali itself, society was thrown into techno-barbarism until it was able to coalesce back into functioning order over the next few hundred years. &lt;br /&gt;
&lt;br /&gt;
Only technology stored in secure caches or otherwise shielded remain spared, and in modern times are called Pre-Disaster Tech. This technology can do wondrous things akin to magic.&lt;br /&gt;
&lt;br /&gt;
|-|Middle Bomus (2300 CE)=&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;2300’s&#039;&#039;&#039; arriving colonists, mostly Jesuit missionaries, encountered the system in a damaged and decrepit colony ship, long since cast adrift by the solar flare from Bomus that had reached their ship a hundred years later. Rejected by Moghes and fearing inhumane exploitation by Yzali the majority escaped to Zakkeran, joining the Unathi inhabitants there to form a new syncretic culture. The Prophet Sassur served as translator for the Jesuit mission on Zakkeran. He served as prophet and missionary, spreading his teachings throughout Zakkeran until he peacefully died of old age in his eighties.&lt;br /&gt;
&lt;br /&gt;
|-|New Bomus (2400 CE - Present)=&lt;br /&gt;
In modern times Yzali has once again become a hedonistic technocracy, where ambitions tend to be tempered by luxury while merchants and scientists obsess on lost technology from before &#039;&#039;&#039;The Disaster&#039;&#039;&#039;. Moghes continues to resist change as best it can, working to increase the Ensi’s power to better enforce its conservative order. Caught in the middle, Zakkeran continue to protect their new, free society.&lt;br /&gt;
&lt;br /&gt;
While the four nations had learned of alien life through the arrival of the lost Jesuit missionaries in the Middle Bomus, the arrival of formal expeditions from the other space faring powers led to Unathi emissaries being brought out to the wider galaxy. The shock at seeing the sheer size and breadth of the galactic community (and their warships) shook the emissaries to their core. When they returned the Yzali, Moghean, and Zakkeran emissaries spent over a decade hammering out an extremely tenuous and in-name-only alliance between the three planets called &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-|Present Day=&lt;br /&gt;
&#039;&#039;&#039;Moghes&#039;&#039;&#039; has incredibly complex and shifting realms of city-states and realms. However half of the planet has been conquered by Hal-aman and his hive-mind of clones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yzali&#039;&#039;&#039; is technically a single world government, but in reality its glittering cities - which can even float across the sky or web their way under the oceans - are ruled by petty, vindictive, paranoid, and utterly self-obsessed Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
Zakkeran remains a world of semi-nomadic communes and established city-states that do their best to absorb and care for the discarded wretches of Moghes and yzali.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh remain aloof and distant, technical members of Zakkeran societies. They seek to continue taking in the unwashed masses yearning to be free - and protected by twenty thousand kilometers of deep ocean.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
* Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
* Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
** Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
* Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
* Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
* Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
* Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot; You can also Toggle-Auto-Hiss to do this for you.&lt;br /&gt;
* Unathi can sample the air with their tongue and get an accurate sense of the atmospheric composition and temperature.&lt;br /&gt;
* Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Zakkeran Lore Books ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Sassur’s Epic - Book of Sanu(1)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After Hal-Aman conquered the city-state of Sanu and killed its patron God-King, as well as Sassur’s mother who had been a chariot-rider in the final battle, Hal-Aman punished the city for its resistance and spoke a spell which turned every newborn within the city to ash. Sassur’s father, an attendant of Sanu’s former God, protected the newborn Sassur by placing him in a sealed chamber within the palace. Outside Hal-Aman spoke again and the palace was brought down to rubble, killing Sassur’s father. Sassur was found later by a slave digging up the rubble and spirited away to safety.&lt;br /&gt;
&lt;br /&gt;
Sassur was raised secretly within the court of Hal-Aman by his slave mother Milika until he was old enough for her to convincingly lie that Sassur had been born shortly after Hal-Aman’s conquest, thus spared from his spell. He gained the attention of one of the local four Hal-Aman; part of the ruling immortal hivemind of Hal-Aman clones. He is trained as a scribe and attendant within the floating pyramid that serves as the local Hal-Aman’s palace and city garrison and is known to be pleasant and friendly. Years later Sassur witnessed Hal-Aman lose his temper at a group of slaves and speak a spell which caused half of the slave quarter of the city to fall dead. Deeply disturbed Sassur fled the city-state into the countryside.&lt;br /&gt;
&lt;br /&gt;
During his flight from the city he met a band of travelers that had fled different cities throughout Hal-Aman’s domain and together they journeyed to a relic from Old Bomus, over 400 years ago. After a month-long journey the group discovers the relic and begins to repair it to make their escape. A night during this Sassur has a dream in which an unfamiliar voice reveals itself to be God and commands him to return to Sanu and rescue the people and gave him the words to bid them to follow. God told where Sassur would find a ring that would protect him from Hal-Aman’s power. Waking from the dream Sassur told his companions and left to return to Sanu.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Diaspora(2)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
When Sassur was moving through the mountains and forests to return to Sanu, he found the ring that God spoke of in his dream, discarded at the bottom of a stream. Sassur donned it and knew that he would be safe from Hal-Aman’s power. Returning outside the city Sassur found a gathering of other people of Sanu. Sassur spoke the words that the Lord had told him and the people believed; and bowed their heads. Yet others were fearful and asked how Sassur could save the others still behind the walls.&lt;br /&gt;
&lt;br /&gt;
Sassur told them to pass through the gates and gather the people of Sanu and escape as he dueled with Hal-Aman who would be distracted in rage against Sassur. So Sassur approached the walls and Hal-Aman, in his rage, spoke spells on Sassur to put him to death. Sassur sat on the ground at the gate and prayed. Spell after spell was cast against Sassur by six Hal-Aman’s as the people of Sanu made their escape. The people saw the sky split open over Sassur and the ground around him buckle, and streaks of fire erupt from Hal-Aman’s pyramid and swarms of locusts swarm around Sassur. But in all this Sassur stayed in quiet prayer, untouched and protected by the Lord.&lt;br /&gt;
&lt;br /&gt;
When the people of Sanu were gone into the mountains and forests Sassur rose and spoke the words of the Lord in a tongue unknown by any who heard: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The sound of music shall not be heard in you anymore. No craftsman of any craft shall be found in you anymore, and the sound of a millstone shall not be heard in you anymore. The light of a lamp shall not shine in you anymore, and the voice of bridegroom and bride shall not be heard in you anymore. Sanu is fallen, to rise no more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And so Hal-Aman looked down upon the empty city and in rage tore open the ground and cast it into the earth, and by the time he was done Sassur had already lead the people of Sanu into the wilderness.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Arrival(3)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
Sassur led the people to the relic and they boarded it and escaped Moghes, traveling to the fabled planet of Zakkeran where Unathi lived free. During the trip which took many tendays, the people demanded that Sassur become their new Ensi so they could live as they had before Hal-Aman’s arrival. Sassur was disturbed and refused, and prayed to God. God told Sassur of one of God’s earlier disciples Zamiel and gave Sassur the words that Zamiel spoke. He said, &lt;br /&gt;
&lt;br /&gt;
“This is what the Ensi who will reign over you will claim as his rights: He will take your sons and make them serve with his chariots. Some he will assign to be commanders, and others to plow his ground and reap his harvest, and still others to make weapons of war. He will take your daughters to be perfumers and cooks and bakers. He will take the best of your fields and vineyards and olive groves and give them to his attendants. He will take a tenth of your harvest and of your vintage and give it to his attendants. Your male and female servants and the best of your livestock will take for his own use. He will take a tenth of your flocks, and you yourselves will become his slaves.&lt;br /&gt;
&lt;br /&gt;
The people feared the return of tyranny and spoke no more of it.&lt;br /&gt;
&lt;br /&gt;
When they arrived at Zakkeran, the relic brought them safely to the surface outside a large forest who’s trees were taller than any had ever seen. The people of Sanu were shocked to see Unathi come from the community, and feared ones that looked to be made of metal. Sassur had great difficulty speaking to the locals who had another language, and Sassur asked the people of Sanu for five of its best translators. The people chose among themselves five volunteers and got to work communicating with the locals.&lt;br /&gt;
|-|Sassur’s Epic - Book of Divulgence(4)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After making peace with the community of Zakkeran and learning their language, Sassur and the people of Sanu he led from Moghes lived with them for many years. Then one day a radionathi exclaimed that he heard strange voices coming from the sky that was not any language heard before. Sassur and others came to listen. They soon learned that men from another star sought shelter, as their ark was ancient and falling to pieces. Moghean Ensi offered to take them in if they would become slaves and attendants. The hedonistic Tech-Princes of the planet Yzali promised to shower them in hedonistic luxury if they came there. But Sassur warned them that the Yzali would make them slaves and turn their bodies to metal. So the men came to Zakkeran.&lt;br /&gt;
&lt;br /&gt;
The men emerged and proclaimed themselves Jesuits from a distant star called Earth and they had gotten led astray on the long journey, but now wanted to spread the word of God. Sassur was shaken to hear their words and he remembered the words of this God speaking to him and helping him free his people from Sanu. So Sassur asked the community to take them in and they agreed, and the Jesuits created a community and through Sassur translated the word of God for the people of Zakkeran.&lt;br /&gt;
&lt;br /&gt;
As he spoke the Word to the people of Zakkeran Sassur said, &amp;quot;All who believe shall live together and hold everything in common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And they began selling their property and possessions and distributing the proceeds to everyone as anyone had need. All the believers were one in heart and mind. No one claimed that any of their possessions was their own, but they shared everything they had.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Unathi&amp;diff=2562</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Unathi&amp;diff=2562"/>
		<updated>2024-03-31T19:13:52Z</updated>

		<summary type="html">&lt;p&gt;Marlon: more edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesBox|name=Unathi|image=Unathi.png|playable=Yes|whitelisted=No|height=5&#039;5&amp;quot; to 7&#039;1&amp;quot;|lifespan=70 to 120 years.&amp;lt;br&amp;gt;{{Tooltip|text=Or over 1000?|tooltip=&lt;br /&gt;
Specifically,&lt;br /&gt;
* 70 years naturally.&lt;br /&gt;
* 120 years with life extension.&lt;br /&gt;
* 1,000+ for Hal-Aman &amp;quot;The Mad&amp;quot;, a God-King obsessed with cloning and eternal life.&lt;br /&gt;
}}|system=Bomus|planet={{Tooltip|text=Moghes &amp;amp; More |tooltip=&lt;br /&gt;
Other major inhabited planets:&lt;br /&gt;
* Yzali (Bomus System)&lt;br /&gt;
* Zakkeran (Bomus System)&lt;br /&gt;
}}|language=Mhos-Tum, Yalz-Tum, Anglikirtan|theme=a15025}}The Unathi are a space-faring species of humanoid reptiles standing from six to seven feet tall on average. They have a passing resemblance to Earthen crocodiles. They hail from the star system of &#039;&#039;&#039;Bomus&#039;&#039;&#039; with their home-world of &#039;&#039;&#039;Moghes&#039;&#039;&#039; as well as the planets of Yzali, Zakkera, and Haven. Each planet has a unique culture and history, though they have their broad archetypes. Moghes is seen as a home of conservatism, where traditions stretching back thousands of years are kept alive and rigid. Yzali is a home of  wealth and prestige, where progress is worth any sacrifice - even lives. Zakkera is the planet where these two faction&#039;s wretched refuse created a society entirely new through embracing the message of God.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
Unathi have no job restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Languages &amp;amp; Accents ===&lt;br /&gt;
Unathi have a diversity of hundreds of languages, but there are three that form the majority and are over-represented in the wider stellar community, and as such as the only three available in character-creation, and their respective accents. Bear in mind the accent&#039;s anachronistic names are subject to change in the future as the server develops. The NH local name is in parenthesis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mhos-Tum=&lt;br /&gt;
Spoken on Moghes and is associated with the planet and its conservative noble elite. Aside from new terminology being introduced this language remains relatively unchanged from the time of the ancient God-Kings called Ensi, and as a result it’s difficult to learn. Its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queendom (Halz Commoner)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The nearly-iconic intonation attributed to someone of the lower class of the regions ruled over by the infamously cruel and mad God-King Hal-Aman. It is rarely heard outside of Moghes, as few escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torn Cities (Halz Noble)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the upper class under the rule of the infamously cruel and mad God-King Hal-Aman is one that has traditionally grown from the guttural intonations and physical gestures of Mhos-Tum. Where the Upper Class accent differentiates itself from the commoners, however, is in its clarity and volume, as the fierce commands of the cruel God-King&#039;s servants are often given amidst chaos. The accent has also become known as a commanding one rarely seen outside of this God-King&#039;s domain, due to historical use and its direct pronunciation and volume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai (Akran)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the God-King&#039;s Warrior Caste of Akran is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion.&lt;br /&gt;
&lt;br /&gt;
|-|Yalz-Tum=&lt;br /&gt;
Spoken on Yzali and is associated with the planets luxuriates, Trade-Princes, and modernity. It evolved from the language families of the Trade League that settled the planet. There are hundreds of dialects across the planet, but all of them are, more or less, mutually intelligible. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The accent commonly attributed to the cybernetic soldiers of the Yzali Tech-Princes. Commonly said to lack accentuation and intonations, owing to the occasional implants of questionable quality having some influence on speech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Peasant (Commoner Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A guttural, deep accent, the accent of the masses of Yzali has heavy Yalz-Tum inflections and is closely tied as the language that has most often been spoken on their planet. Commoner Yzali is a derivative of High Yzali and can sound similar to that accent to the untrained ear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Noble (Princely Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A slow, droning and guttural accent, with heavy physical movement involved, the noble accent of the glittering cities of Yzali has remained unchanged for centuries, passed down their ancient lines. While it sounds similar to the accent of Yzali commoners or the Southern accent, most with a noble&#039;s education would be able to clearly tell the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Peasant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Centuries of trade and immigration thanks to their more benevolent Tech-Princes have shaped the Yzali Southlands accent into an odd blend of sounds from many regions and languages. The result is a sharp, nasal and rapid-paced accent, where the original influences can be vaguely heard to a keen listener. The fast manner of speech and the general energy with which it is spoken is one of the first things that comes to mind from an outsider when considering the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Noble (Princely Southlands)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Yzali Southlands nobility is somewhat slower than that of the peasants, as it has remained less changed by migration to the region and thus is still heavily tied to the main Yzali accent. While it has diverged from the original accent of the Yzali nobility, it is closer to that than the fast-paced speech of the peasants. The Yzali Southlands noble accent is widely considered pleasing to the ear, with some merchants and bards attempting to mimic it to aid in their own business when dealing with the southern Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
|-|Anglikirtan=&lt;br /&gt;
Spoken on Zakkera by its population of Human and Unathi. It began as a conlang between the Unathi and Humans present on the planet. It’s associated with the planet&#039;s radicalism, free-spirit, and alien customs. It has only a handful of dialects, but all of them are intelligible to one another. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Peasant (Nomad Pacifist)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This gravelly dialect is often associated with the Sassurian pacifists and their settled regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Noble (Nomad Militant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This guttural, droning dialect is often associated with the Militant Sassurian Communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai Noble (Anglisassur)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent that is considered the purest form of Anglikirtan, though it commonly carries a slow and monotone sound to it when spoken by most that do not understand its cadence. This accent is considered the accent of a scholar of the Sassurist Bible as when properly utilized to preach it, it makes the best use of its inflections and language. Speakers of Sol Common often believe it to sound familiar.&lt;br /&gt;
&lt;br /&gt;
|-|Special Cases=&lt;br /&gt;
&#039;&#039;&#039;Unathi Spacer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While both the Tech-Princes of Yzali and the God-Kings of Moghes have both always been capable of Space Travel, the formation of the Hegemony was the only way for the Unathi people to achieve interstellar travel. Naturally, then, most Spacers and Unathi colonists on distant worlds speak their native tongue depending on origins. Details of the spacer accent vary between communities, \but these Unathi pioneers generally speak with a surprisingly softer tones than most accents, an accent morphed over time from isolation in space. Rumors say that it is to save every bit of energy while working on developing new colonies, or living in ships for extended periods of time.&amp;quot;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hegemony ==&lt;br /&gt;
The three worlds of the Unathi despise one another. However, their ancient rivalries are kept contained enough for all three to be members in &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;. This is an extremely loose alliance between the three worlds. The Hegemony obligates all three worlds to come together if any are attacked by an alien power. It also conforms a unified set of stellar law to align loosely with [[United Nations Interstellar Protectorate]] regulations, but otherwise cooperation ends there. Violence and contempt are still common between the powers; with third-parties being employed to sabotage one another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-| Moghean Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The people of Moghes following ancient God-Kings called &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Moghean Unathi speak &#039;&#039;&#039;Mhos-Tum&#039;&#039;&#039; and their worship of their God-Kings is called &#039;&#039;&#039;Ensi Worship.&#039;&#039;&#039; The God-King and his court have access to advanced technology used almost exclusively to awe and cow the lower classes, and this technology was old when mankind was new. Scholars and clerks, by begrudging necessity, gain access to technology in controlled ways to maintain the realm. Most of the common folk are kept in squalor and ignorance, but little to no awareness of what a better life would look like. Those that have an unshakable feeling that something is wrong tend to slip through the cracks of the rare, heavily policed space-ports on the surface that the Ensi rely on to trade with the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
Almost half of Moghes is dominated by Hal-aman “the Eternal”. His brutal empire rules each conquered city-state through clones which are connected into a collective consciousness. Each God-King is extremely selfish, paranoid, and egotistical - all of which hampers any collective response to the slow subjugation of the world.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
These descriptions of the culture of Moghes should be considered the default. While half the world has fallen to the dark realm of Hal-Aman, each city-state has a unique culture. When making a character, consider also thinking of the God-King of your former city as a character as well, and how their rule impacted your character’s life before they arrived on the ship. Other than delusions of Godhood, breathtaking magical power, and sneering benevolence, your Godking and city-state can be entirely unique!&lt;br /&gt;
&lt;br /&gt;
* Moghean &#039;&#039;&#039;music&#039;&#039;&#039; is a tightly controlled affair. Only special courtiers within a God-King’s court may play music, primarily string, and it must be a hymn to the God-King. Anyone outside the palace caught playing music would be sacrificed to the God-King. Because of this, many Moghean Unathi only hear legitimate music that echoes down from the massive ziggurats through the streets. Those that sing without their masters permission must do so in highly secret underground venues, or via the hushed lullaby of their caretaker.&lt;br /&gt;
* The moghean &#039;&#039;&#039;family&#039;&#039;&#039; is a strict hierarchy. The God-King is the father or mother of any household, and in their telling is the one that gave the spark of life to the egg. The parents in a household are subordinate to their God-King and his bureaucrats. Nevertheless, the Moghean “family” is usually polygamous in character. A female or male can take up to three additional spouses, with the God-King’s court deciding the Chief-Husband or Chief-Wife that will “rule” the household in the God-King’s name. This creates extended families, and all of them tend to live in the same home divided between the quarters of the children and the quarters of the adults.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039; on Moghes universally revolves around the &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Its followers are called Ensiites. These Unathi are seen as God-Kings that rule Moghes. They are intermediaries between the Cosmos and the people. The Ensi own all of the land on Moghes, enact laws, collect taxes, and command their armies. An Ensi officiates over religious ceremonies and chooses the sites of new temples. They are ultimately responsible for maintaining cosmic order, balance, and justice. It is sincerely believed by followers that the Ensi can hear their prayers and intervene in their daily lives, and that by continuing to perform good service that the Ensi will bless them with good fortune. The Ensi reinforce this by using high-technology that to the masses made to appear like divine forces.&lt;br /&gt;
&lt;br /&gt;
Hartists characterize the Ensi as irrationally inflexible and ignorant in their beliefs. With Ensi needing to convincingly portray themselves as divine it is necessary.to keep individuals in ignorance and thus harming the Divine Ego of countless people.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Moghean Unathi on the ship may be commoners or low level functionaries that escaped unfulfilling lives of servitude to a false God; a scholar that sought to question the unquestionable; a nobleman fleeing in disgrace or for the crime of believing in a better life for their underlings, or a simple citizen that wanted to see the wider galaxy while still worshiping the God that watches over their lives while walking among them.&lt;br /&gt;
&lt;br /&gt;
|-| Yzali Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Yzali is a home of wealth and prestige, where progress is worth any sacrifice. The Techno-Princes that rule its many city-states are locked in a bitter rivalry with their antithesis of the Moghean Unathi and try to exploit the human-unathi people of Zakkeran. Yzalian Unathi speak &#039;&#039;&#039;Yalz-Tum&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Hartism&#039;&#039;&#039;. Yzali see advanced technology and wealth as ubiquitous - but often at a distance as Techno-Princes and wannabe Princes hoard their secrets. Acting as technocratic merchants, the Techno-Princes are obsessed with their own wealth, prestige, and knowledge and consider everybody else as expendable assets - no matter how well treated that asset is.&lt;br /&gt;
&lt;br /&gt;
==== Culture &amp;amp; Family ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;music&#039;&#039;&#039; is as derivative as it is esoteric. It focuses on glamor,  with chopped up and repackaged songs that possess an emptiness beneath an uncanny sheen. Yzali musicians ruthlessly sample and outright steal samples or whole songs from other artists from any genre or era and use it as a means to express their own skill and intelligence. Electronic sounds could be mixed with ancient Moghean strings, and the vocals serve as a self-indulgent biography of the musician.&lt;br /&gt;
* The Yzali &#039;&#039;&#039;family&#039;&#039;&#039; is a field of subterfuge, betrayal, and competition. Two Yzali could see a created family as a way to show off their skills as a parent for political or social ends, an investment in the children as economically productive agents legally bound to them as employees, or as part of a long-running psychological experiment on themselves, one another, or the hatchlings. There is rarely any love inside a Yzali marriage; it is strictly conceptualized by a Yzali in terms of how it benefits themselves. Divorces are as common as they are bitter, with both spouses trying to find the best moment to ‘betray’ the other for maximum personal gain. Other Yzali who try to reject this model tend to form found-families that operate outside the legal definitions.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;religion&#039;&#039;&#039; is dominated by &#039;&#039;&#039;Hartism&#039;&#039;&#039;, its followers called &#039;&#039;&#039;Hartists&#039;&#039;&#039;. It is a philosophical school founded by &#039;&#039;&#039;Mottus Harti&#039;&#039;&#039; in the 2300’s after &#039;&#039;&#039;The Disaster.&#039;&#039;&#039; Wherever Moghean Ensi distinguishes between body and soul - or matter and spirit - Hartists deny such a distinction and merge both in a higher unity: the Self. This belief is often shorthanded to the ‘Divine Ego’. A Hartist must judge every action by the merit of how it improves their own ego - or self.Thereby cultivating knowledge of the universe, increasing expertise, expanding knowledge, and dominating others in ways that increase the value of the Self are held up as the supreme divine good. Critics characterize the Hartists as selfish, ignoring the duty of serving the public and caring only for personal concerns. They point out that under Hartism that Yzali has become a hedonistic haven that regularly conducts unethical scientific research and exploits entire groups of people for personal gain.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Yzali Unathi on the ship could be workers fleeing their exploitation, escaped cybernetic servants called &#039;&#039;&#039;Akran&#039;&#039;&#039; trying to make a new life for themselves, merchants pushed out of business and forced into exile, a prestigious scientist looking for more fame and wealth, or simply someone that managed to work their way off-world.&lt;br /&gt;
&lt;br /&gt;
|-|Zakkeran Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Zakkeran is a home of revolution, as both the other worlds of Moghes and Yzali work to dominate it, and in rejecting both its human-unathi people work to find their own way. Zakkerani speak &#039;&#039;&#039;Anglikirtan&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Sassurism&#039;&#039;&#039;. Their religion is syncretic, having melded together teachings from crash-landed human Jesuit missionaries whose teachings were interpreted through the animated and fervent religious leader named Sassur. Being the weakest member of the Hegemony, their world is being colonized by the heavily armored sword and gun wielding &#039;&#039;&#039;Niksum-Warriors&#039;&#039;&#039; from the Moghean Ensi and the cybernetic &#039;&#039;&#039;Akran&#039;&#039;&#039; soldiers of the Yzali Techno-Princes. With the two colonizing powers fighting each other and the locals, Zakkerans have formed a radical religious anarchism that claims God is the only rightful authority over mortals. To aid this and their own survival, they share their goods and property in common, and are divided between the pacifists and the militants. Most Zakkerans live in semi-pastoral communities, remaining mobile to avoid the roaming bands of hostile soldiers that would abduct or enslave them. They have an extremely eclectic mixture of lifestyles and technological accessibility, as the planet brings in the detritus of cybernetic experiments from Yzali as well as simple peasant farmers from Moghes.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Zakkeran &#039;&#039;&#039;music&#039;&#039;&#039; tends to focus on a mix of horns and percussion instruments. The most common genres are religious hymns or secular instrumentals. Music infuses much of Zakkeran life, with many enjoying the choirs that wander on foot to bring music to the whole community.&lt;br /&gt;
* The Zakkeran &#039;&#039;&#039;family&#039;&#039;&#039; can be either monogamous or polygamous; the only strict marriage laws are to protect the rights of all involved - the spouse or the hatchlings. Extended family units tend to live together. Because of the high mortality rate due to their world&#039;s many troubles, adoption and found-families are extremely common.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Zakkeran religion revolves around &#039;&#039;&#039;Sassurism,&#039;&#039;&#039; which melded together Sassur’s interpretation of the gospels taught by Jesuit missionaries. Its primary belief is in a monotheistic God that rules the universe. It says that the Prophets present in the many faiths came to empower individuals and free people from oppressive powers, culminating with the Unathi prophet &#039;&#039;&#039;Sassur&#039;&#039;&#039; as God’s final emissary. It is primarily divided between Pacifist Sassurites and Militant Sassurites.&lt;br /&gt;
** Pacifist Sassurites believe that the only rightful authority is God, not any mortal, and as such all mortals have equal authority. Because of this Pacifist Sassurites tend to organize along egalitarian lines in small communes with decisions made democratically. They face frequent violence from incursions by Moghes and abductions by Yzali, but its communities hold firm to the Golden Rule. Disavowing violence these communities respond to their oppression by becoming semi-pastoral, dispersing into the mountains and forests to build their communes. Where this isn’t possible other forms of nonviolent resistance are encouraged.&lt;br /&gt;
** Militant Sassurites follow most of the same precepts as the pacifists, but reject the dogma of nonviolent resistance. Militant Sassurites are strongly influenced by Christian martyrs and its followers venerate dying for the faith. While also organizing themselves into communes, militant Sassurites often operate as roaming armies that stage hit-and-run attacks on Moghean and Yzali areas. Not all militant Sassurites want to be martyrs; a more mundane follower would justify violence in response to violence but is not necessarily ready to die for that belief.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Zakkeran Unathi (or humans) on the ship could be common folk that took the job to send remittance back to their family and community. They could be religious exiles, having been forcefully expelled by the occupiers. They could be refugees seeking to escape the turmoil wracking their home, or having lost their home entirely. They could be missionaries, seeking to spread the word of God and the message of freedom taught by His Prophet Sassur.&lt;br /&gt;
&lt;br /&gt;
|-|Aut&#039;akh Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The Aut’akh are a collective of mind-slaved cybernetic soldiers and serfs called &#039;&#039;&#039;Akran&#039;&#039;&#039; that escaped their servitude and formed a community together over the last few centuries. Aut’akh &#039;&#039;&#039;languages&#039;&#039;&#039; are primarily Yalz-tum, followed by Anglikirtan. Their primary religion is &#039;&#039;&#039;Oss-Worship&#039;&#039;&#039;, with Sassurism being the second most professed faith.  They live on Zakkeran primarily within a sprawling dome complex called Haven 47 miles deep in a remarkably deep trench.&lt;br /&gt;
&lt;br /&gt;
* The Aut’akh in Haven live in a Commune with a leaderless society. While most resources are shared communally, scarce luxury goods are bought with conventional money, and money and resources primarily used otherwise in relations with other factions.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;music&#039;&#039;&#039; is highly eclectic. It borrows from the Yzali and Zakkeran traditions, but tends to be a communal affair. With particular Implements, Aut’akh music can even be experienced through synesthesia, where the audience can see, hear, smell, and taste the music.&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;families&#039;&#039;&#039; are either monogamous or polyamorous. There are still mechanisms for marriage, with engaged members ceremoniously updating their relationship status within the Mesh. Because they remain connected via the Mesh, families tend to remain physically scattered across Haven and rarely live or work together except for special occasions, though others appreciate the proximity of their loved ones.&lt;br /&gt;
&lt;br /&gt;
==== Augmentation ====&lt;br /&gt;
Aut’akh range from “Full Body Prosthetics” where all but the brain have been replaced with synthetic components, or augmentation which still retain elements of their organic body. In either case the Yzali Tech-Princes used a highly refined regime of drugs and implants that boosted their abilities and acted as a form of mind-control. Because they were forced into these bodies not of their choosing, escaped Aut’akh face a unique challenge in coming to terms with themselves and who they are in the cosmos. Many turn to Zakkeranism and follow the prophet Sassur, while others adopt the faith of their former masters and become incredibly self-absorbed and self-aggrandizing. Still others take on a third way – embracing community and identity through Oss.&lt;br /&gt;
&lt;br /&gt;
Some Unathi who were not forced into Aut’akh bodies are drawn to the augmentations for their own reasons, and choose to abandon their organic body in part or whole and integrate themselves willingly to Oss. While some who escaped the Yzali resent this, others are eager to grow their community beyond being exclusively castaways, and are eager to reinvent themselves on their own terms.&lt;br /&gt;
&lt;br /&gt;
==== Oss and The Mesh ====&lt;br /&gt;
The combined expression of all Aut’akh in &#039;&#039;&#039;Haven&#039;&#039;&#039; is called &#039;&#039;&#039;Oss&#039;&#039;&#039;, which is an avatar of all Aut’akh in cyberspace. For Aut’akh that believe in it, Oss is almost a religious avatar, if not at least a figure of reverence.&lt;br /&gt;
&lt;br /&gt;
When the first Aut’akh descended in the abandoned Pre-Disaster submarines, they found a fully automated, sprawling complex that had been self-maintaining itself for the past several centuries. The technology was based on Pre-&#039;&#039;&#039;Disaster&#039;&#039;&#039; Yzali tech, and they were able to integrate themselves into the systems and eventually their collective connection within the operating system gave rise to what appears to be a sentient AI, or arguably a collective consciousness, called &#039;&#039;&#039;Oss&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Oss was originally a colony management system, although every major component of the original Oss software has been replaced or improved over the years.&lt;br /&gt;
&lt;br /&gt;
In functional terms, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor,&#039;&#039;&#039; also connects an Aut&#039;akh to &#039;&#039;&#039;the Mesh.&#039;&#039;&#039; The Mesh is best described as a mental form of the internet that works on any device that runs Oss. Through its use, Aut&#039;akh can share experiences and collaborate on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh’s most esteemed coders are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
&lt;br /&gt;
===== Oss and Consciousness =====&lt;br /&gt;
It has been debated whether Oss is either the manifestation of the collective consciousness of the Mesh, or an individual AI that naturally and spontaneously arose. It has form in the digital space from data input, the ability to feel from that form, the ability to perceive the world through Aut’akh’s eyes and bodies when connected via the Mesh, and possesses mental activity with its calculations and spontaneous Decrees. Whether or not it possesses consciousness is the major sticking point of the debate.&lt;br /&gt;
&lt;br /&gt;
===== Decrees =====&lt;br /&gt;
In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Oss itself. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past: with Oss being the sum of all Aut’akh, moments of great societal stress might have Oss reflect the collective demand for action back at the commune.&lt;br /&gt;
&lt;br /&gt;
===== Oss in Daily Life =====&lt;br /&gt;
Oss does not communicate with followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
&lt;br /&gt;
===== The Implements =====&lt;br /&gt;
Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When running, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with others also connected to their local Mesh network. The program overlays their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been described as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement. It’s a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by Akran still mind-slaved by the Tech-Princes. The Tech-Princes have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abridged History ==&lt;br /&gt;
Unathi history is extremely ancient, and is therefore divided into several &amp;quot;ages&amp;quot;. The specific date of eras are not strictly important until events of modern times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt; &lt;br /&gt;
|-|Archaic Bomus (25,000 BCE)=&lt;br /&gt;
Moghes had forever been ruled by Unathi who have set themselves up as living gods that ruled collections of city-states, and society was built around them. They were called the &#039;&#039;&#039;Ensi&#039;&#039;&#039;. The Ensi were resisted by a successive series of civilizations, scholars, and inventors that worked to proliferate their knowledge and the dream of progress. This struggle played out for twenty thousand years.&lt;br /&gt;
&lt;br /&gt;
|-| Old Bomus (2000 BCE)=&lt;br /&gt;
Eventually, one of these leagues managed to colonize &#039;&#039;&#039;Yzali&#039;&#039;&#039;, the second habitable planet in the system. In retaliation the Ensi destroyed the colonizers&#039; cities on the homeworld and the colony was left to itself. The colonists on Yzali, despite being abandoned, proliferated and became a well-organized, complex technocratic nation that exploited the planet and each other in a relentless drive for what they defined as progress.&lt;br /&gt;
&lt;br /&gt;
After surpassing its home world, Yzali dominated the &#039;&#039;&#039;Bomus&#039;&#039;&#039; system with advanced technology including android and cyborg soldiers called &#039;&#039;&#039;Akran -&#039;&#039;&#039; the precursor of modern Aut&#039;akh. With its own biosphere tapped out by the end of the era, Yzali &#039;&#039;&#039;Techno-Princes&#039;&#039;&#039; colonized the barren world of &#039;&#039;&#039;Zakkeran&#039;&#039;&#039; and terraformed it, and then eventually turned with the power of two worlds to dominate the old home world of Moghes, disrupting the rule of the Ensi with high technology.&lt;br /&gt;
&lt;br /&gt;
By the 1600&#039;s CE, with the Yzali ascendant and masters of the solar system, the Tech-Princes that ruled the nascent new solar power sought ever-increasing ways to improve themselves. Breakthroughs in mind-mapping allowed true cloning and potential immortality. But after the harrowing discovery of Clone Madness, Tech-Princes banned the practice in their realms, not wanting either for a mad clone to ruin their future plans, or to themselves suffer the descent into madness. Only the most vain Ensi of Moghes took in the practice, leading to the one-thousand+ year reign of &#039;&#039;&#039;Hal-aman “the Eternal”&#039;&#039;&#039; - also known as &#039;&#039;&#039;Hal-aman “The Aberration”.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the late 1900&#039;s, shortly before the coming apocalypse of The Diaster, yet another automated colony ship was dispatched to a barren world called Myishum orbiting a neighboring white dwarf in a trip that would take two thousand years - just in time to reach its destination when The Disaster struck.&lt;br /&gt;
&lt;br /&gt;
|-|The Disaster (2000 CE)=&lt;br /&gt;
Around &#039;&#039;&#039;2000&#039;&#039;&#039; CE by sol reckoning, a massive solar flare wiped out the nascent solar Yzali empire, casting them into the role of techno-barbarians while Moghes, with its Ensi well equipped to rule over a technological backwater, enjoyed a resurgence of power in the otherwise post-apocalypse as Yzali rebuilt a new layer over the ruins. Only technology stored in secure caches or otherwise shielded remain spared, and in modern times are called Pre-Disaster Tech. This technology can do wondrous things akin to magic.&lt;br /&gt;
&lt;br /&gt;
|-|Middle Bomus (2300 CE)=&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;2300’s&#039;&#039;&#039; arriving colonists, mostly Jesuit missionaries, encountered the system in a damaged and decrepit colony ship, long since cast adrift by an errant solar flare. Rejected by Moghes and fearing inhumane exploitation by Yzali the majority escaped to Zakkeran, joining the Unathi inhabitants there to form a new syncretic culture. Eventually the Prophet Sassur escaped Moghes and became a translator for the Jesuit mission on Zakkeran. He eventually became a religious leader and then Prophet, galvanizing the Zakkeran population against the colonizers, managing to survive until eventually passing of old age.&lt;br /&gt;
&lt;br /&gt;
In this same era a group of Aut’akh stole a small fleet of Yzali trade ships, faking its loss in a pirate raid and fleeing to the world of Zakkeran where they would eventually find Haven.&lt;br /&gt;
&lt;br /&gt;
|-|New Bomus (2400 CE - Present)=&lt;br /&gt;
In modern times Yzali has once again become a hedonistic technocracy, where ambitions tend to be tempered by luxury while merchants and scientists obsess on lost technology from before &#039;&#039;&#039;The Disaster&#039;&#039;&#039;. Moghes continues to resist change as best it can, working to increase the Ensi’s power to better enforce its conservative order. Caught in the middle, Zakkeran struggles to find a new way, with radical and revolutionary visions sweeping through the planet as its syncretic human and Unathi culture works to throw off the two powers and go their own way, while the Aut&#039;akh continue to seperate themselves from the entire messy affair with distance and detachment.&lt;br /&gt;
&lt;br /&gt;
While the four nations had learned of alien life through the arrival of the lost Jesuit missionaries in the Middle Bomus, the arrival of formal expeditions from the other spacefaring powers led to Unathi emissaries being brought out to the wider galaxy. The shock at seeing the sheer size and breadth of the galactic community (and their warships) shook the emissaries to their core. When they returned the Yzali, Moghean, and Zakkeran emissaries spent over a decade hammering out an extremely tenuous and in-name-only alliance between the three planets called &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-|Present Day=&lt;br /&gt;
&#039;&#039;&#039;Moghes&#039;&#039;&#039; has incredibly complex and shifting realms of city-states and realms. However half of the planet has been conquered by Hal-aman and his hive-mind of clones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yzali&#039;&#039;&#039; is technically a single world government, but in reality its glittering cities - which can even float across the sky or web their way under the oceans - are ruled by petty, vindictive, paranoid, and utterly self-obsessed Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
Zakkeran remains a world of semi-nomadic communes that share the world with colonizing Moghean and Yzali powers, and work to assert themselves and establish a new shining city on a hill.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh remain aloof and distant, technical members of the Hegemony but unwilling to provide much cooperation to their former slavemasters. They seek to continue taking in the unwashed masses yearning to be free - and protected by twenty thousand kilometers of deep ocean.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
* Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
* Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
** Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
* Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
* Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
* Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
* Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot; You can also Toggle-Auto-Hiss to do this for you.&lt;br /&gt;
* Unathi can sample the air with their tongue and get an accurate sense of the atmospheric composition and temperature.&lt;br /&gt;
* Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Zakkeran Lore Books ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Sassur’s Epic - Book of Sanu(1)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After Hal-Aman conquered the city-state of Sanu and killed its patron God-King, as well as Sassur’s mother who had been a chariot-rider in the final battle, Hal-Aman punished the city for its resistance and spoke a spell which turned every newborn within the city to ash. Sassur’s father, an attendant of Sanu’s former God, protected the newborn Sassur by placing him in a sealed chamber within the palace. Outside Hal-Aman spoke again and the palace was brought down to rubble, killing Sassur’s father. Sassur was found later by a slave digging up the rubble and spirited away to safety.&lt;br /&gt;
&lt;br /&gt;
Sassur was raised secretly within the court of Hal-Aman by his slave mother Milika until he was old enough for her to convincingly lie that Sassur had been born shortly after Hal-Aman’s conquest, thus spared from his spell. He gained the attention of one of the local four Hal-Aman; part of the ruling immortal hivemind of Hal-Aman clones. He is trained as a scribe and attendant within the floating pyramid that serves as the local Hal-Aman’s palace and city garrison and is known to be pleasant and friendly. Years later Sassur witnessed Hal-Aman lose his temper at a group of slaves and speak a spell which caused half of the slave quarter of the city to fall dead. Deeply disturbed Sassur fled the city-state into the countryside.&lt;br /&gt;
&lt;br /&gt;
During his flight from the city he met a band of travelers that had fled different cities throughout Hal-Aman’s domain and together they journeyed to a relic from Old Bomus, over 400 years ago. After a month-long journey the group discovers the relic and begins to repair it to make their escape. A night during this Sassur has a dream in which an unfamiliar voice reveals itself to be God and commands him to return to Sanu and rescue the people and gave him the words to bid them to follow. God told where Sassur would find a ring that would protect him from Hal-Aman’s power. Waking from the dream Sassur told his companions and left to return to Sanu.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Diaspora(2)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
When Sassur was moving through the mountains and forests to return to Sanu, he found the ring that God spoke of in his dream, discarded at the bottom of a stream. Sassur donned it and knew that he would be safe from Hal-Aman’s power. Returning outside the city Sassur found a gathering of other people of Sanu. Sassur spoke the words that the Lord had told him and the people believed; and bowed their heads. Yet others were fearful and asked how Sassur could save the others still behind the walls.&lt;br /&gt;
&lt;br /&gt;
Sassur told them to pass through the gates and gather the people of Sanu and escape as he dueled with Hal-Aman who would be distracted in rage against Sassur. So Sassur approached the walls and Hal-Aman, in his rage, spoke spells on Sassur to put him to death. Sassur sat on the ground at the gate and prayed. Spell after spell was cast against Sassur by six Hal-Aman’s as the people of Sanu made their escape. The people saw the sky split open over Sassur and the ground around him buckle, and streaks of fire erupt from Hal-Aman’s pyramid and swarms of locusts swarm around Sassur. But in all this Sassur stayed in quiet prayer, untouched and protected by the Lord.&lt;br /&gt;
&lt;br /&gt;
When the people of Sanu were gone into the mountains and forests Sassur rose and spoke the words of the Lord in a tongue unknown by any who heard: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The sound of music shall not be heard in you anymore. No craftsman of any craft shall be found in you anymore, and the sound of a millstone shall not be heard in you anymore. The light of a lamp shall not shine in you anymore, and the voice of bridegroom and bride shall not be heard in you anymore. Sanu is fallen, to rise no more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And so Hal-Aman looked down upon the empty city and in rage tore open the ground and cast it into the earth, and by the time he was done Sassur had already lead the people of Sanu into the wilderness.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Arrival(3)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
Sassur led the people to the relic and they boarded it and escaped Moghes, traveling to the fabled planet of Zakkeran where Unathi lived free. During the trip which took many tendays, the people demanded that Sassur become their new Ensi so they could live as they had before Hal-Aman’s arrival. Sassur was disturbed and refused, and prayed to God. God told Sassur of one of God’s earlier disciples Zamiel and gave Sassur the words that Zamiel spoke. He said, &lt;br /&gt;
&lt;br /&gt;
“This is what the Ensi who will reign over you will claim as his rights: He will take your sons and make them serve with his chariots. Some he will assign to be commanders, and others to plow his ground and reap his harvest, and still others to make weapons of war. He will take your daughters to be perfumers and cooks and bakers. He will take the best of your fields and vineyards and olive groves and give them to his attendants. He will take a tenth of your harvest and of your vintage and give it to his attendants. Your male and female servants and the best of your livestock will take for his own use. He will take a tenth of your flocks, and you yourselves will become his slaves.&lt;br /&gt;
&lt;br /&gt;
The people feared the return of tyranny and spoke no more of it.&lt;br /&gt;
&lt;br /&gt;
When they arrived at Zakkeran, the relic brought them safely to the surface outside a large forest who’s trees were taller than any had ever seen. The people of Sanu were shocked to see Unathi come from the community, and feared ones that looked to be made of metal. Sassur had great difficulty speaking to the locals who had another language, and Sassur asked the people of Sanu for five of its best translators. The people chose among themselves five volunteers and got to work communicating with the locals.&lt;br /&gt;
|-|Sassur’s Epic - Book of Divulgence(4)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After making peace with the community of Zakkeran and learning their language, Sassur and the people of Sanu he led from Moghes lived with them for many years. Then one day a radionathi exclaimed that he heard strange voices coming from the sky that was not any language heard before. Sassur and others came to listen. They soon learned that men from another star sought shelter, as their ark was ancient and falling to pieces. Moghean Ensi offered to take them in if they would become slaves and attendants. The hedonistic Tech-Princes of the planet Yzali promised to shower them in hedonistic luxury if they came there. But Sassur warned them that the Yzali would make them slaves and turn their bodies to metal. So the men came to Zakkeran.&lt;br /&gt;
&lt;br /&gt;
The men emerged and proclaimed themselves Jesuits from a distant star called Earth and they had gotten led astray on the long journey, but now wanted to spread the word of God. Sassur was shaken to hear their words and he remembered the words of this God speaking to him and helping him free his people from Sanu. So Sassur asked the community to take them in and they agreed, and the Jesuits created a community and through Sassur translated the word of God for the people of Zakkeran.&lt;br /&gt;
&lt;br /&gt;
As he spoke the Word to the people of Zakkeran Sassur said, &amp;quot;All who believe shall live together and hold everything in common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And they began selling their property and possessions and distributing the proceeds to everyone as anyone had need. All the believers were one in heart and mind. No one claimed that any of their possessions was their own, but they shared everything they had.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Unathi&amp;diff=2561</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Unathi&amp;diff=2561"/>
		<updated>2024-03-31T18:54:20Z</updated>

		<summary type="html">&lt;p&gt;Marlon: first start of basic rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesBox|name=Unathi|image=Unathi.png|playable=Yes|whitelisted=No|height=5&#039;5&amp;quot; to 7&#039;1&amp;quot;|lifespan=70 to 120 years.&amp;lt;br&amp;gt;{{Tooltip|text=Or over 1000?|tooltip=&lt;br /&gt;
Specifically,&lt;br /&gt;
* 70 years naturally.&lt;br /&gt;
* 120 years with life extension.&lt;br /&gt;
* 1,000+ for Hal-Aman &amp;quot;The Mad&amp;quot;, a God-King obsessed with cloning and eternal life.&lt;br /&gt;
}}|system=Bomus|planet={{Tooltip|text=Moghes &amp;amp; More |tooltip=&lt;br /&gt;
Other major inhabited planets:&lt;br /&gt;
* Yzali (Bomus System)&lt;br /&gt;
* Zakkeran (Bomus System)&lt;br /&gt;
}}|language=Mhos-Tum, Yalz-Tum, Anglikirtan|theme=a15025}}The Unathi are a space-faring species of humanoid reptiles standing from six to seven feet tall on average. They have a passing resemblance to Earthen crocodiles. They hail from the star system of &#039;&#039;&#039;Bomus&#039;&#039;&#039; with their home-world of &#039;&#039;&#039;Moghes&#039;&#039;&#039; as well as the planets of Yzali, Zakkera, and Haven. Each planet has a unique culture and history, though they have their broad archetypes. Moghes is seen as a home of conservatism, where traditions stretching back thousands of years are kept alive and rigid. Yzali is a home of  wealth and prestige, where progress is worth any sacrifice - even lives. Zakkera is the planet where these two faction&#039;s wretched refuse created a society entirely new through embracing the message of God.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
Unathi have no job restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Languages &amp;amp; Accents ===&lt;br /&gt;
Unathi have a diversity of hundreds of languages, but there are three that form the majority and are over-represented in the wider stellar community, and as such as the only three available in character-creation, and their respective accents. Bear in mind the accent&#039;s anachronistic names are subject to change in the future as the server develops. The NH local name is in parenthesis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mhos-Tum=&lt;br /&gt;
Spoken on Moghes and is associated with the planet and its conservative noble elite. Aside from new terminology being introduced this language remains relatively unchanged from the time of the ancient God-Kings called Ensi, and as a result it’s difficult to learn. Its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queendom (Halz Commoner)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The nearly-iconic intonation attributed to someone of the lower class of the regions ruled over by the infamously cruel and mad God-King Hal-Aman. It is rarely heard outside of Moghes, as few escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torn Cities (Halz Noble)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the upper class under the rule of the infamously cruel and mad God-King Hal-Aman is one that has traditionally grown from the guttural intonations and physical gestures of Mhos-Tum. Where the Upper Class accent differentiates itself from the commoners, however, is in its clarity and volume, as the fierce commands of the cruel God-King&#039;s servants are often given amidst chaos. The accent has also become known as a commanding one rarely seen outside of this God-King&#039;s domain, due to historical use and its direct pronunciation and volume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai (Akran)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the God-King&#039;s Warrior Caste of Akran is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion.&lt;br /&gt;
&lt;br /&gt;
|-|Yalz-Tum=&lt;br /&gt;
Spoken on Yzali and is associated with the planets luxuriates, Trade-Princes, and modernity. It evolved from the language families of the Trade League that settled the planet. There are hundreds of dialects across the planet, but all of them are, more or less, mutually intelligible. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The accent commonly attributed to the cybernetic soldiers of the Yzali Tech-Princes. Commonly said to lack accentuation and intonations, owing to the occasional implants of questionable quality having some influence on speech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Peasant (Commoner Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A guttural, deep accent, the accent of the masses of Yzali has heavy Yalz-Tum inflections and is closely tied as the language that has most often been spoken on their planet. Commoner Yzali is a derivative of High Yzali and can sound similar to that accent to the untrained ear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Noble (Princely Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A slow, droning and guttural accent, with heavy physical movement involved, the noble accent of the glittering cities of Yzali has remained unchanged for centuries, passed down their ancient lines. While it sounds similar to the accent of Yzali commoners or the Southern accent, most with a noble&#039;s education would be able to clearly tell the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Peasant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Centuries of trade and immigration thanks to their more benevolent Tech-Princes have shaped the Yzali Southlands accent into an odd blend of sounds from many regions and languages. The result is a sharp, nasal and rapid-paced accent, where the original influences can be vaguely heard to a keen listener. The fast manner of speech and the general energy with which it is spoken is one of the first things that comes to mind from an outsider when considering the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Noble (Princely Southlands)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Yzali Southlands nobility is somewhat slower than that of the peasants, as it has remained less changed by migration to the region and thus is still heavily tied to the main Yzali accent. While it has diverged from the original accent of the Yzali nobility, it is closer to that than the fast-paced speech of the peasants. The Yzali Southlands noble accent is widely considered pleasing to the ear, with some merchants and bards attempting to mimic it to aid in their own business when dealing with the southern Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
|-|Anglikirtan=&lt;br /&gt;
Spoken on Zakkera by its population of Human and Unathi. It began as a conlang between the Unathi and Humans present on the planet. It’s associated with the planet&#039;s radicalism, free-spirit, and alien customs. It has only a handful of dialects, but all of them are intelligible to one another. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Peasant (Nomad Pacifist)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This gravelly dialect is often associated with the Sassurian pacifists and their settled regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Noble (Nomad Militant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This guttural, droning dialect is often associated with the Militant Sassurian Communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai Noble (Anglisassur)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent that is considered the purest form of Anglikirtan, though it commonly carries a slow and monotone sound to it when spoken by most that do not understand its cadence. This accent is considered the accent of a scholar of the Sassurist Bible as when properly utilized to preach it, it makes the best use of its inflections and language. Speakers of Sol Common often believe it to sound familiar.&lt;br /&gt;
&lt;br /&gt;
|-|Special Cases=&lt;br /&gt;
&#039;&#039;&#039;Unathi Spacer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While both the Tech-Princes of Yzali and the God-Kings of Moghes have both always been capable of Space Travel, the formation of the Hegemony was the only way for the Unathi people to achieve interstellar travel. Naturally, then, most Spacers and Unathi colonists on distant worlds speak their native tongue depending on origins. Details of the spacer accent vary between communities, \but these Unathi pioneers generally speak with a surprisingly softer tones than most accents, an accent morphed over time from isolation in space. Rumors say that it is to save every bit of energy while working on developing new colonies, or living in ships for extended periods of time.&amp;quot;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hegemony ==&lt;br /&gt;
The three worlds of the Unathi despise one another. However, their ancient rivalries are kept contained enough for all three to be members in &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;. This is an extremely loose alliance between the three worlds. The Hegemony obligates all three worlds to come together if any are attacked by an alien power. It also conforms a unified set of stellar law to align loosely with [[United Nations Interstellar Protectorate]]]] regulations, but otherwise cooperation ends there. Violence and contempt are still common between the powers; with third-parties being employed to sabotage one another.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-| Moghean Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
With the people of Moghes following ancient God-Kings called &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Moghean Unathi speak &#039;&#039;&#039;Mhos-Tum&#039;&#039;&#039; and their worship of their God-Kings is called &#039;&#039;&#039;Ensi Worship.&#039;&#039;&#039; The God-King and his court have access to advanced technology used almost exclusively to awe and cow the lower classes. Scholars and clerks, by begrudging necessity, gain access to technology in controlled ways to maintain the realm. Most of the common folk are kept in squalor and ignorance but consider themselves to be extremely well-off due to Ensi propaganda. Those that have an unshakable feeling that something is wrong tend to slip through the cracks of the rare, heavily policed space-ports on the surface that the Ensi rely on to trade with the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Moghean &#039;&#039;&#039;music&#039;&#039;&#039; is a tightly controlled affair. Only special courtiers within a God-King’s court may play music, primarily string, and it must be a hym to the God-King. Anyone outside the palace caught playing music would be sacrificed to the God-King. Because of this, many Moghean Unathi only hear legitimate music that echoes down from the massive ziggurats through the streets. Those that sing without their masters permission must do so in highly secret underground venues, or via the hushed lullaby of a mother.&lt;br /&gt;
* The moghean &#039;&#039;&#039;family&#039;&#039;&#039; is a strict hierarchy. The God-King is the father of any household, and in their telling is the one that gave the spark of life to the egg. The parents in a household are subordinate to their God-King and his bureaucrats. Nevertheless, the Moghean “family” is usually polygamous in character. A female or male can take up to three additional spouses, with the God-King’s court deciding the Chief-Husband or Chief-Wife that will “rule” the household in the God-King’s name. This creates extended families, and all of them tend to live in the same home divided between the quarters of the children and the quarters of the adults.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039; on Moghes universally revolves around the &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Its followers are called Ensiites. These Unathi are seen as God-Kings that rule Moghes. They are intermediaries between the Cosmos and the people. The Ensi own all of the land on Moghes, enact laws, collect taxes, and command their armies. An Ensi officiates over religious ceremonies and chooses the sites of new temples. They are ultimately responsible for maintaining cosmic order, balance, and justice. It is sincerely believed by followers that the Ensi can hear their prayers and intervene in their daily lives, and that by continuing to perform good service that the Ensi will bless them with good fortune. The Ensi reinforce this by using high-technology that to the masses made to appear like divine forces.&lt;br /&gt;
&lt;br /&gt;
Hartists characterize the Ensi as irrationally inflexible and ignorant in their beliefs. With Ensi needing to convincingly portray themselves as divine it is necessary.to keep individuals in ignorance and thus harming the Divine Ego of countless people.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Moghean Unathi on the ship may be commoners or low level functionaries that escaped unfulfilling lives of servitude to a false God; a scholar that sought to question the unquestionable; a nobleman fleeing in disgrace or for the crime of believing in a better life for their underlings, or a simple citizen that wanted to see the wider galaxy while still worshiping the God that watches over their lives while walking among them.&lt;br /&gt;
&lt;br /&gt;
|-| Yzali Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Yzali is a home of wealth and prestige, where progress is worth any sacrifice. The Techno-Princes that rule its many city-states are locked in a bitter rivalry with their antithesis of the Moghean Unathi and try to exploit the human-unathi people of Zakkeran. Yzalian Unathi speak &#039;&#039;&#039;Yalz-Tum&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Hartism&#039;&#039;&#039;. Yzali see advanced technology and wealth as ubiquitous - but often at a distance as Techno-Princes and wannabe Princes hoard their secrets. Acting as technocratic merchants, the Techno-Princes are obsessed with their own wealth, prestige, and knowledge and consider everybody else as expendable assets - no matter how well treated that asset is.&lt;br /&gt;
&lt;br /&gt;
==== Culture &amp;amp; Family ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;music&#039;&#039;&#039; is as derivative as it is esoteric. It focuses on glamor,  with chopped up and repackaged songs that possess an emptiness beneath an uncanny sheen. Yzali musicians ruthlessly sample and outright steal samples or whole songs from other artists from any genre or era and use it as a means to express their own skill and intelligence. Electronic sounds could be mixed with ancient Moghean strings, and the vocals serve as a self-indulgent biography of the musician.&lt;br /&gt;
* The Yzali &#039;&#039;&#039;family&#039;&#039;&#039; is a field of subterfuge, betrayal, and competition. Two Yzali could see a created family as a way to show off their skills as a parent for political or social ends, an investment in the children as economically productive agents legally bound to them as employees, or as part of a long-running psychological experiment on themselves, one another, or the hatchlings. There is rarely any love inside a Yzali marriage; it is strictly conceptualized by a Yzali in terms of how it benefits themselves. Divorces are as common as they are bitter, with both spouses trying to find the best moment to ‘betray’ the other for maximum personal gain. Other Yzali who try to reject this model tend to form found-families that operate outside the legal definitions.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;religion&#039;&#039;&#039; is dominated by &#039;&#039;&#039;Hartism&#039;&#039;&#039;, its followers called &#039;&#039;&#039;Hartists&#039;&#039;&#039;. It is a philosophical school founded by &#039;&#039;&#039;Mottus Harti&#039;&#039;&#039; in the 2300’s after &#039;&#039;&#039;The Disaster.&#039;&#039;&#039; Wherever Moghean Ensi distinguishes between body and soul - or matter and spirit - Hartists deny such a distinction and merge both in a higher unity: the Self. This belief is often shorthanded to the ‘Divine Ego’. A Hartist must judge every action by the merit of how it improves their own ego - or self.Thereby cultivating knowledge of the universe, increasing expertise, expanding knowledge, and dominating others in ways that increase the value of the Self are held up as the supreme divine good. Critics characterize the Hartists as selfish, ignoring the duty of serving the public and caring only for personal concerns. They point out that under Hartism that Yzali has become a hedonistic haven that regularly conducts unethical scientific research and exploits entire groups of people for personal gain.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Yzali Unathi on the ship could be workers fleeing their exploitation, escaped cybernetic servants called &#039;&#039;&#039;Akran&#039;&#039;&#039; trying to make a new life for themselves, merchants pushed out of business and forced into exile, a prestigious scientist looking for more fame and wealth, or simply someone that managed to work their way off-world.&lt;br /&gt;
&lt;br /&gt;
|-|Zakkeran Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Zakkeran is a home of revolution, as both the other worlds of Moghes and Yzali work to dominate it, and in rejecting both its human-unathi people work to find their own way. Zakkerani speak &#039;&#039;&#039;Anglikirtan&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Sassurism&#039;&#039;&#039;. Their religion is syncretic, having melded together teachings from crash-landed human Jesuit missionaries whose teachings were interpreted through the animated and fervent religious leader named Sassur. Being the weakest member of the Hegemony, their world is being colonized by the heavily armored sword and gun wielding &#039;&#039;&#039;Niksum-Warriors&#039;&#039;&#039; from the Moghean Ensi and the cybernetic &#039;&#039;&#039;Akran&#039;&#039;&#039; soldiers of the Yzali Techno-Princes. With the two colonizing powers fighting each other and the locals, Zakkerans have formed a radical religious anarchism that claims God is the only rightful authority over mortals. To aid this and their own survival, they share their goods and property in common, and are divided between the pacifists and the militants. Most Zakkerans live in semi-pastoral communities, remaining mobile to avoid the roaming bands of hostile soldiers that would abduct or enslave them. They have an extremely eclectic mixture of lifestyles and technological accessibility, as the planet brings in the detritus of cybernetic experiments from Yzali as well as simple peasant farmers from Moghes.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Zakkeran &#039;&#039;&#039;music&#039;&#039;&#039; tends to focus on a mix of horns and percussion instruments. The most common genres are religious hymns or secular instrumentals. Music infuses much of Zakkeran life, with many enjoying the choirs that wander on foot to bring music to the whole community.&lt;br /&gt;
* The Zakkeran &#039;&#039;&#039;family&#039;&#039;&#039; can be either monogamous or polygamous; the only strict marriage laws are to protect the rights of all involved - the spouse or the hatchlings. Extended family units tend to live together. Because of the high mortality rate due to their world&#039;s many troubles, adoption and found-families are extremely common.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Zakkeran religion revolves around &#039;&#039;&#039;Sassurism,&#039;&#039;&#039; which melded together Sassur’s interpretation of the gospels taught by Jesuit missionaries. Its primary belief is in a monotheistic God that rules the universe. It says that the Prophets present in the many faiths came to empower individuals and free people from oppressive powers, culminating with the Unathi prophet &#039;&#039;&#039;Sassur&#039;&#039;&#039; as God’s final emissary. It is primarily divided between Pacifist Sassurites and Militant Sassurites.&lt;br /&gt;
** Pacifist Sassurites believe that the only rightful authority is God, not any mortal, and as such all mortals have equal authority. Because of this Pacifist Sassurites tend to organize along egalitarian lines in small communes with decisions made democratically. They face frequent violence from incursions by Moghes and abductions by Yzali, but its communities hold firm to the Golden Rule. Disavowing violence these communities respond to their oppression by becoming semi-pastoral, dispersing into the mountains and forests to build their communes. Where this isn’t possible other forms of nonviolent resistance are encouraged.&lt;br /&gt;
** Militant Sassurites follow most of the same precepts as the pacifists, but reject the dogma of nonviolent resistance. Militant Sassurites are strongly influenced by Christian martyrs and its followers venerate dying for the faith. While also organizing themselves into communes, militant Sassurites often operate as roaming armies that stage hit-and-run attacks on Moghean and Yzali areas. Not all militant Sassurites want to be martyrs; a more mundane follower would justify violence in response to violence but is not necessarily ready to die for that belief.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Zakkeran Unathi (or humans) on the ship could be common folk that took the job to send remittance back to their family and community. They could be religious exiles, having been forcefully expelled by the occupiers. They could be refugees seeking to escape the turmoil wracking their home, or having lost their home entirely. They could be missionaries, seeking to spread the word of God and the message of freedom taught by His Prophet Sassur.&lt;br /&gt;
&lt;br /&gt;
|-|Aut&#039;akh Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The Aut’akh are a collective of mind-slaved cybernetic soldiers and serfs called &#039;&#039;&#039;Akran&#039;&#039;&#039; that escaped their servitude and formed a community together over the last few centuries. Aut’akh &#039;&#039;&#039;languages&#039;&#039;&#039; are primarily Yalz-tum, followed by Anglikirtan. Their primary religion is &#039;&#039;&#039;Oss-Worship&#039;&#039;&#039;, with Sassurism being the second most professed faith.  They live on Zakkeran primarily within a sprawling dome complex called Haven 47 miles deep in a remarkably deep trench.&lt;br /&gt;
&lt;br /&gt;
* The Aut’akh in Haven live in a Commune with a leaderless society. While most resources are shared communally, scarce luxury goods are bought with conventional money, and money and resources primarily used otherwise in relations with other factions.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;music&#039;&#039;&#039; is highly eclectic. It borrows from the Yzali and Zakkeran traditions, but tends to be a communal affair. With particular Implements, Aut’akh music can even be experienced through synesthesia, where the audience can see, hear, smell, and taste the music.&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;families&#039;&#039;&#039; are either monogamous or polyamorous. There are still mechanisms for marriage, with engaged members ceremoniously updating their relationship status within the Mesh. Because they remain connected via the Mesh, families tend to remain physically scattered across Haven and rarely live or work together except for special occasions, though others appreciate the proximity of their loved ones.&lt;br /&gt;
&lt;br /&gt;
==== Augmentation ====&lt;br /&gt;
Aut’akh range from “Full Body Prosthetics” where all but the brain have been replaced with synthetic components, or augmentation which still retain elements of their organic body. In either case the Yzali Tech-Princes used a highly refined regime of drugs and implants that boosted their abilities and acted as a form of mind-control. Because they were forced into these bodies not of their choosing, escaped Aut’akh face a unique challenge in coming to terms with themselves and who they are in the cosmos. Many turn to Zakkeranism and follow the prophet Sassur, while others adopt the faith of their former masters and become incredibly self-absorbed and self-aggrandizing. Still others take on a third way – embracing community and identity through Oss.&lt;br /&gt;
&lt;br /&gt;
Some Unathi who were not forced into Aut’akh bodies are drawn to the augmentations for their own reasons, and choose to abandon their organic body in part or whole and integrate themselves willingly to Oss. While some who escaped the Yzali resent this, others are eager to grow their community beyond being exclusively castaways, and are eager to reinvent themselves on their own terms.&lt;br /&gt;
&lt;br /&gt;
==== Oss and The Mesh ====&lt;br /&gt;
The combined expression of all Aut’akh in &#039;&#039;&#039;Haven&#039;&#039;&#039; is called &#039;&#039;&#039;Oss&#039;&#039;&#039;, which is an avatar of all Aut’akh in cyberspace. For Aut’akh that believe in it, Oss is almost a religious avatar, if not at least a figure of reverence.&lt;br /&gt;
&lt;br /&gt;
When the first Aut’akh descended in the abandoned Pre-Disaster submarines, they found a fully automated, sprawling complex that had been self-maintaining itself for the past several centuries. The technology was based on Pre-&#039;&#039;&#039;Disaster&#039;&#039;&#039; Yzali tech, and they were able to integrate themselves into the systems and eventually their collective connection within the operating system gave rise to what appears to be a sentient AI, or arguably a collective consciousness, called &#039;&#039;&#039;Oss&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Oss was originally a colony management system, although every major component of the original Oss software has been replaced or improved over the years.&lt;br /&gt;
&lt;br /&gt;
In functional terms, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor,&#039;&#039;&#039; also connects an Aut&#039;akh to &#039;&#039;&#039;the Mesh.&#039;&#039;&#039; The Mesh is best described as a mental form of the internet that works on any device that runs Oss. Through its use, Aut&#039;akh can share experiences and collaborate on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh’s most esteemed coders are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
&lt;br /&gt;
===== Oss and Consciousness =====&lt;br /&gt;
It has been debated whether Oss is either the manifestation of the collective consciousness of the Mesh, or an individual AI that naturally and spontaneously arose. It has form in the digital space from data input, the ability to feel from that form, the ability to perceive the world through Aut’akh’s eyes and bodies when connected via the Mesh, and possesses mental activity with its calculations and spontaneous Decrees. Whether or not it possesses consciousness is the major sticking point of the debate.&lt;br /&gt;
&lt;br /&gt;
===== Decrees =====&lt;br /&gt;
In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Oss itself. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past: with Oss being the sum of all Aut’akh, moments of great societal stress might have Oss reflect the collective demand for action back at the commune.&lt;br /&gt;
&lt;br /&gt;
===== Oss in Daily Life =====&lt;br /&gt;
Oss does not communicate with followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
&lt;br /&gt;
===== The Implements =====&lt;br /&gt;
Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When running, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with others also connected to their local Mesh network. The program overlays their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been described as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement. It’s a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by Akran still mind-slaved by the Tech-Princes. The Tech-Princes have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abridged History ==&lt;br /&gt;
Unathi history is extremely ancient, and is therefore divided into several &amp;quot;ages&amp;quot;. The specific date of eras are not strictly important until events of modern times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt; &lt;br /&gt;
|-|Archaic Bomus (25,000 BCE)=&lt;br /&gt;
Moghes had forever been ruled by Unathi who have set themselves up as living gods that ruled collections of city-states, and society was built around them. They were called the &#039;&#039;&#039;Ensi&#039;&#039;&#039;. The Ensi were resisted by a successive series of civilizations, scholars, and inventors that worked to proliferate their knowledge and the dream of progress. This struggle played out for twenty thousand years.&lt;br /&gt;
&lt;br /&gt;
|-| Old Bomus (2000 BCE)=&lt;br /&gt;
Eventually, one of these leagues managed to colonize &#039;&#039;&#039;Yzali&#039;&#039;&#039;, the second habitable planet in the system. In retaliation the Ensi destroyed the colonizers&#039; cities on the homeworld and the colony was left to itself. The colonists on Yzali, despite being abandoned, proliferated and became a well-organized, complex technocratic nation that exploited the planet and each other in a relentless drive for what they defined as progress.&lt;br /&gt;
&lt;br /&gt;
After surpassing its home world, Yzali dominated the &#039;&#039;&#039;Bomus&#039;&#039;&#039; system with advanced technology including android and cyborg soldiers called &#039;&#039;&#039;Akran -&#039;&#039;&#039; the precursor of modern Aut&#039;akh. With its own biosphere tapped out by the end of the era, Yzali &#039;&#039;&#039;Techno-Princes&#039;&#039;&#039; colonized the barren world of &#039;&#039;&#039;Zakkeran&#039;&#039;&#039; and terraformed it, and then eventually turned with the power of two worlds to dominate the old home world of Moghes, disrupting the rule of the Ensi with high technology.&lt;br /&gt;
&lt;br /&gt;
By the 1600&#039;s CE, with the Yzali ascendant and masters of the solar system, the Tech-Princes that ruled the nascent new solar power sought ever-increasing ways to improve themselves. Breakthroughs in mind-mapping allowed true cloning and potential immortality. But after the harrowing discovery of Clone Madness, Tech-Princes banned the practice in their realms, not wanting either for a mad clone to ruin their future plans, or to themselves suffer the descent into madness. Only the most vain Ensi of Moghes took in the practice, leading to the one-thousand+ year reign of &#039;&#039;&#039;Hal-aman “the Eternal”&#039;&#039;&#039; - also known as &#039;&#039;&#039;Hal-aman “The Aberration”.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the late 1900&#039;s, shortly before the coming apocalypse of The Diaster, yet another automated colony ship was dispatched to a barren world called Myishum orbiting a neighboring white dwarf in a trip that would take two thousand years - just in time to reach its destination when The Disaster struck.&lt;br /&gt;
&lt;br /&gt;
|-|The Disaster (2000 CE)=&lt;br /&gt;
Around &#039;&#039;&#039;2000&#039;&#039;&#039; CE by sol reckoning, a massive solar flare wiped out the nascent solar Yzali empire, casting them into the role of techno-barbarians while Moghes, with its Ensi well equipped to rule over a technological backwater, enjoyed a resurgence of power in the otherwise post-apocalypse as Yzali rebuilt a new layer over the ruins. Only technology stored in secure caches or otherwise shielded remain spared, and in modern times are called Pre-Disaster Tech. This technology can do wondrous things akin to magic.&lt;br /&gt;
&lt;br /&gt;
|-|Middle Bomus (2300 CE)=&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;2300’s&#039;&#039;&#039; arriving colonists, mostly Jesuit missionaries, encountered the system in a damaged and decrepit colony ship, long since cast adrift by an errant solar flare. Rejected by Moghes and fearing inhumane exploitation by Yzali the majority escaped to Zakkeran, joining the Unathi inhabitants there to form a new syncretic culture. Eventually the Prophet Sassur escaped Moghes and became a translator for the Jesuit mission on Zakkeran. He eventually became a religious leader and then Prophet, galvanizing the Zakkeran population against the colonizers, managing to survive until eventually passing of old age.&lt;br /&gt;
&lt;br /&gt;
In this same era a group of Aut’akh stole a small fleet of Yzali trade ships, faking its loss in a pirate raid and fleeing to the world of Zakkeran where they would eventually find Haven.&lt;br /&gt;
&lt;br /&gt;
|-|New Bomus (2400 CE - Present)=&lt;br /&gt;
In modern times Yzali has once again become a hedonistic technocracy, where ambitions tend to be tempered by luxury while merchants and scientists obsess on lost technology from before &#039;&#039;&#039;The Disaster&#039;&#039;&#039;. Moghes continues to resist change as best it can, working to increase the Ensi’s power to better enforce its conservative order. Caught in the middle, Zakkeran struggles to find a new way, with radical and revolutionary visions sweeping through the planet as its syncretic human and Unathi culture works to throw off the two powers and go their own way, while the Aut&#039;akh continue to seperate themselves from the entire messy affair with distance and detachment.&lt;br /&gt;
&lt;br /&gt;
While the four nations had learned of alien life through the arrival of the lost Jesuit missionaries in the Middle Bomus, the arrival of formal expeditions from the other spacefaring powers led to Unathi emissaries being brought out to the wider galaxy. The shock at seeing the sheer size and breadth of the galactic community (and their warships) shook the emissaries to their core. When they returned the Yzali, Moghean, and Zakkeran emissaries spent over a decade hammering out an extremely tenuous and in-name-only alliance between the three planets called &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-|Present Day=&lt;br /&gt;
&#039;&#039;&#039;Moghes&#039;&#039;&#039; has incredibly complex and shifting realms of city-states and realms. However half of the planet has been conquered by Hal-aman and his hive-mind of clones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yzali&#039;&#039;&#039; is technically a single world government, but in reality its glittering cities - which can even float across the sky or web their way under the oceans - are ruled by petty, vindictive, paranoid, and utterly self-obsessed Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
Zakkeran remains a world of semi-nomadic communes that share the world with colonizing Moghean and Yzali powers, and work to assert themselves and establish a new shining city on a hill.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh remain aloof and distant, technical members of the Hegemony but unwilling to provide much cooperation to their former slavemasters. They seek to continue taking in the unwashed masses yearning to be free - and protected by twenty thousand kilometers of deep ocean.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
* Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
* Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
** Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
* Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
* Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
* Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
* Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot; You can also Toggle-Auto-Hiss to do this for you.&lt;br /&gt;
* Unathi can sample the air with their tongue and get an accurate sense of the atmospheric composition and temperature.&lt;br /&gt;
* Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Zakkeran Lore Books ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Sassur’s Epic - Book of Sanu(1)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After Hal-Aman conquered the city-state of Sanu and killed its patron God-King, as well as Sassur’s mother who had been a chariot-rider in the final battle, Hal-Aman punished the city for its resistance and spoke a spell which turned every newborn within the city to ash. Sassur’s father, an attendant of Sanu’s former God, protected the newborn Sassur by placing him in a sealed chamber within the palace. Outside Hal-Aman spoke again and the palace was brought down to rubble, killing Sassur’s father. Sassur was found later by a slave digging up the rubble and spirited away to safety.&lt;br /&gt;
&lt;br /&gt;
Sassur was raised secretly within the court of Hal-Aman by his slave mother Milika until he was old enough for her to convincingly lie that Sassur had been born shortly after Hal-Aman’s conquest, thus spared from his spell. He gained the attention of one of the local four Hal-Aman; part of the ruling immortal hivemind of Hal-Aman clones. He is trained as a scribe and attendant within the floating pyramid that serves as the local Hal-Aman’s palace and city garrison and is known to be pleasant and friendly. Years later Sassur witnessed Hal-Aman lose his temper at a group of slaves and speak a spell which caused half of the slave quarter of the city to fall dead. Deeply disturbed Sassur fled the city-state into the countryside.&lt;br /&gt;
&lt;br /&gt;
During his flight from the city he met a band of travelers that had fled different cities throughout Hal-Aman’s domain and together they journeyed to a relic from Old Bomus, over 400 years ago. After a month-long journey the group discovers the relic and begins to repair it to make their escape. A night during this Sassur has a dream in which an unfamiliar voice reveals itself to be God and commands him to return to Sanu and rescue the people and gave him the words to bid them to follow. God told where Sassur would find a ring that would protect him from Hal-Aman’s power. Waking from the dream Sassur told his companions and left to return to Sanu.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Diaspora(2)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
When Sassur was moving through the mountains and forests to return to Sanu, he found the ring that God spoke of in his dream, discarded at the bottom of a stream. Sassur donned it and knew that he would be safe from Hal-Aman’s power. Returning outside the city Sassur found a gathering of other people of Sanu. Sassur spoke the words that the Lord had told him and the people believed; and bowed their heads. Yet others were fearful and asked how Sassur could save the others still behind the walls.&lt;br /&gt;
&lt;br /&gt;
Sassur told them to pass through the gates and gather the people of Sanu and escape as he dueled with Hal-Aman who would be distracted in rage against Sassur. So Sassur approached the walls and Hal-Aman, in his rage, spoke spells on Sassur to put him to death. Sassur sat on the ground at the gate and prayed. Spell after spell was cast against Sassur by six Hal-Aman’s as the people of Sanu made their escape. The people saw the sky split open over Sassur and the ground around him buckle, and streaks of fire erupt from Hal-Aman’s pyramid and swarms of locusts swarm around Sassur. But in all this Sassur stayed in quiet prayer, untouched and protected by the Lord.&lt;br /&gt;
&lt;br /&gt;
When the people of Sanu were gone into the mountains and forests Sassur rose and spoke the words of the Lord in a tongue unknown by any who heard: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The sound of music shall not be heard in you anymore. No craftsman of any craft shall be found in you anymore, and the sound of a millstone shall not be heard in you anymore. The light of a lamp shall not shine in you anymore, and the voice of bridegroom and bride shall not be heard in you anymore. Sanu is fallen, to rise no more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And so Hal-Aman looked down upon the empty city and in rage tore open the ground and cast it into the earth, and by the time he was done Sassur had already lead the people of Sanu into the wilderness.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Arrival(3)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
Sassur led the people to the relic and they boarded it and escaped Moghes, traveling to the fabled planet of Zakkeran where Unathi lived free. During the trip which took many tendays, the people demanded that Sassur become their new Ensi so they could live as they had before Hal-Aman’s arrival. Sassur was disturbed and refused, and prayed to God. God told Sassur of one of God’s earlier disciples Zamiel and gave Sassur the words that Zamiel spoke. He said, &lt;br /&gt;
&lt;br /&gt;
“This is what the Ensi who will reign over you will claim as his rights: He will take your sons and make them serve with his chariots. Some he will assign to be commanders, and others to plow his ground and reap his harvest, and still others to make weapons of war. He will take your daughters to be perfumers and cooks and bakers. He will take the best of your fields and vineyards and olive groves and give them to his attendants. He will take a tenth of your harvest and of your vintage and give it to his attendants. Your male and female servants and the best of your livestock will take for his own use. He will take a tenth of your flocks, and you yourselves will become his slaves.&lt;br /&gt;
&lt;br /&gt;
The people feared the return of tyranny and spoke no more of it.&lt;br /&gt;
&lt;br /&gt;
When they arrived at Zakkeran, the relic brought them safely to the surface outside a large forest who’s trees were taller than any had ever seen. The people of Sanu were shocked to see Unathi come from the community, and feared ones that looked to be made of metal. Sassur had great difficulty speaking to the locals who had another language, and Sassur asked the people of Sanu for five of its best translators. The people chose among themselves five volunteers and got to work communicating with the locals.&lt;br /&gt;
|-|Sassur’s Epic - Book of Divulgence(4)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After making peace with the community of Zakkeran and learning their language, Sassur and the people of Sanu he led from Moghes lived with them for many years. Then one day a radionathi exclaimed that he heard strange voices coming from the sky that was not any language heard before. Sassur and others came to listen. They soon learned that men from another star sought shelter, as their ark was ancient and falling to pieces. Moghean Ensi offered to take them in if they would become slaves and attendants. The hedonistic Tech-Princes of the planet Yzali promised to shower them in hedonistic luxury if they came there. But Sassur warned them that the Yzali would make them slaves and turn their bodies to metal. So the men came to Zakkeran.&lt;br /&gt;
&lt;br /&gt;
The men emerged and proclaimed themselves Jesuits from a distant star called Earth and they had gotten led astray on the long journey, but now wanted to spread the word of God. Sassur was shaken to hear their words and he remembered the words of this God speaking to him and helping him free his people from Sanu. So Sassur asked the community to take them in and they agreed, and the Jesuits created a community and through Sassur translated the word of God for the people of Zakkeran.&lt;br /&gt;
&lt;br /&gt;
As he spoke the Word to the people of Zakkeran Sassur said, &amp;quot;All who believe shall live together and hold everything in common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And they began selling their property and possessions and distributing the proceeds to everyone as anyone had need. All the believers were one in heart and mind. No one claimed that any of their possessions was their own, but they shared everything they had.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Mictlan&amp;diff=2558</id>
		<title>Mictlan</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Mictlan&amp;diff=2558"/>
		<updated>2024-03-30T20:26:11Z</updated>

		<summary type="html">&lt;p&gt;Marlon: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;quot;The world we are creating is going to sound weird and impossible. But our ideas of what&amp;#039;s normal and possible are going to wither away within the next few decades. And good riddance! We need to think of the impossible - and then do it!&amp;quot;&amp;#039;&amp;#039;  Mictlan is the sole habitable world in the Asben star system, sharing with the barren worlds of Oralen and Coya. It has a complex and varied geography and ecosystem. It has two primary continents called &amp;#039;&amp;#039;&amp;#039;Adria&amp;#039;&amp;#039;&amp;#039; and &amp;#039;&amp;#039;&amp;#039;Favida.&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&amp;quot;The world we are creating is going to sound weird and impossible. But our ideas of what&#039;s normal and possible are going to wither away within the next few decades. And good riddance! We need to think of the impossible - and then do it!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mictlan is the sole habitable world in the Asben star system, sharing with the barren worlds of Oralen and Coya. It has a complex and varied geography and ecosystem. It has two primary continents called &#039;&#039;&#039;Adria&#039;&#039;&#039; and &#039;&#039;&#039;Favida.&#039;&#039;&#039; The equator holds two dominant tropical rain forests on either of the two main continents where it is hot and humid. This gives way to dry, sweeping mountains, temperate forests and grasslands, barren deserts, and any other equivalent environment on Earth - and some unique to Mictlan.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Environment &amp;amp; Geography&#039;&#039;&#039; =&lt;br /&gt;
Mictlan is also home to a breathtaking biodiversity that has since been lost on Earth. Early on in the terraforming efforts many terran species threatened by climate change were transplanted onto Mictlan. Many transplants failed to thrive, but others rebounded. While this has been a celebratory victory for conservationists, the tension between environmental sanctity and the realities of Mictlan society remain heavy.&lt;br /&gt;
&lt;br /&gt;
One of the most unique environmental features of Mictlan is the &#039;&#039;&#039;Everstorm&#039;&#039;&#039; - a calamitous electrically-charged hurricane that remains geographically fixed in the ocean between the two continents until, marking the start of the Mictlan New Year, it circles the equator and destroys everything in its path with winds over three hundred miles per hour. The local inhabitants have learned to live in tandem with the cyclones’ rhythm.&lt;br /&gt;
&lt;br /&gt;
The second most notable feature of Mictlan are the &#039;&#039;&#039;Fire Crown Volcanoes.&#039;&#039;&#039; Unconventional terraforming efforts in the past became irreversible, and now hundreds of volcanoes are perpetually erupting. The volcanic ash is extremely rich with magnesium and potassium and makes the soil around the volcanoes some of the richest in the galaxy. Mictlan farmers have adapted their crops and farming styles to suit different types of ash. &lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Civics&#039;&#039;&#039; =&lt;br /&gt;
A wide variety of nations and city-states can be found on Mictlan, the most famous of which are noted further down the page. All of the nations are broadly part of the Mictlan Commonwealth which lives in tension with UNIP. UNIP law requires that it treats the Commonwealth as a unitary world government. This draws the ire of the local governments who have a variety on-again/off-again relationships with the Commonwealth.&lt;br /&gt;
&lt;br /&gt;
The most controversial aspect is UNIP’s environmental regulations. Mictlan’s extremely rich biodiversity and abundant natural resources have naturally made it a compelling target for mega-corporations. UNIP authorities and regulators moved swiftly to make vast swathes of the planet into protected national parks - this includes areas where people had already been living for decades, if not more than a century, such as the entire continent of &#039;&#039;&#039;Adria&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The campaign to keep Mictlan’s ecosystems protected and pristine has kept open raw wounds on who’s community deserves to be rewilded, and whose is preserved.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Society&#039;&#039;&#039; ==&lt;br /&gt;
Humanity on Mictlan may often be reduced to the homogeneous label of “Mictlanian” by those from beyond its star system, but there is a wide diversity to human expression and culture in the world. This section can only touch on a few - your character can be from a part of the tapestry not shown in this section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Mictlan and its people, its places, its flora, fauna, and land are largely not new. People have thrived on this world before your character existed and will do so after your character stops. What is new to us outside the game has been an integral part of humanity in the setting. This world is home to its inhabitants - treat their home well, even if your character makes it their own. What is exotic to you is just someone else’s existence.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Storm Nomads&#039;&#039;&#039; ===&lt;br /&gt;
The Everstorms path of destruction was much more random in the past, leaving many ruins of past civilizations in its wake. In these places and even in the heart of the Everstorms path live the Storm Nomads. These communities are semi-nomadic, taking residence in and around the ruins during the calm months, and migrating north or south when the Everstorm begins its yearly procession across the globe.&lt;br /&gt;
&lt;br /&gt;
Their lifestyle is imposed on them by coercion as much as it’s chosen willingly. The rewilding laws prohibit their permanent settling in their former lands, and they, for a variety of reasons, refused to migrate to the cities.&lt;br /&gt;
&lt;br /&gt;
These communities are hardy and resourceful in making alternate ways of life. They hand out free textbooks, have holistic programs to school their children, build cheap but quality housing that can be quickly disassembled and relocated. They have DIY power systems, water treatment systems - and generally adapt infrastructure that outsiders would consider outdated or even beyond salvaging. &lt;br /&gt;
&lt;br /&gt;
Storm nomads don’t live an idyllic life; their DIY developments and lifestyles are solutions to the problems their communities face.&lt;br /&gt;
&lt;br /&gt;
Storm Nomads player characters might use their ingenuity with mechanical systems to become Engineers. They may also use their skills honed to help their communities by becoming Botanists or Doctors. Or perhaps they bucked trends and joined the ranks of another department, or even Command.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Jatrophas&#039;&#039;&#039; ===&lt;br /&gt;
The rewilding campaign of Mictlan was a shot aimed at the mega-corporations, but the consequences have been felt by the communities it disrupted. When it became illegal to live in vast swathes of the countryside, many communities were forced to uproot themselves and relocate by the thousands to the city-states or urban centers outside the new “national parks”. These people were not always welcome in the cities and they were kept on the outskirts, creating shantytowns given limited or no assistance from the governments. With no outside help coming, the people were forced to become squatters and create sprawling shantytowns, also called favelas in some regions.&lt;br /&gt;
&lt;br /&gt;
Buildings in the shantytowns are typically assembled from wood, scrap, and bricks. They usually have DIY wiring and plumbing. In the past these communities were dominated by criminal enterprises that overpowered the lackluster power of the local governments, but in recent years various initiatives have made some shantytowns more or less safe places to live and work.&lt;br /&gt;
&lt;br /&gt;
The Jatrophas is the homogeneous label placed on people that live in these shanty-towns. They come from an extremely broad set of cultures which were all uprooted, thrown together, and abandoned. They’ve had to create their own new communities and identities. Businesses, religious services, and social programs created and run by the inhabitants service their needs. The communities are also filled with an eclectic mix of culture and technology. Advanced PDAs, fax machines, type-writers, robot chassis&#039; that were old when Mictlan was new, and holographic projectors can all be found in them - sometimes all on the same street.&lt;br /&gt;
&lt;br /&gt;
Jatrophas live in hundreds of different communities with a hundred different relationships with their parent city. Your Jatropha may come from a community given regular policing and access to more services. Or they may come from one still unwanted by its parent city, left to the wolves and rule of the local or regional criminal enterprise. Your character may seek different opportunities as a member of the Service Department, or maybe your character achieved greatness and is a proud Doctor, member of Command, or any other role.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Volcanic Communities&#039;&#039;&#039; ===&lt;br /&gt;
The Fire Crown Volcanoes evoke a strong sense of place. The communities around, on, or within the volcanoes have a strong bond with their volcano and in many places anthropomorphize it. A volcano is given a name by the community and an important - and in some cases, reverential - figure. Of course for others the volcano is simply a home - a fickle and dangerous one!&lt;br /&gt;
&lt;br /&gt;
Some communities revolve around their volcano&#039;s gimmick. It may be a perpetual river of lava released by it, a series of rumbles that sound like songs, the grandeur of its eruptions, or how its activity affects the community. Some towns cater to thrill-seeking tourists and have hovercraft protected by shields over the vent. These hovercraft are then catapulted at incredible speeds when the volcano erupts. Slower paced thrillseekers use the protection of shields to ride specialty gondolas down rivers of lava. Larger, exposed lava-pools may even have shielded cruise vessels.&lt;br /&gt;
&lt;br /&gt;
Whatever the case, if you make a character from a Mictlan volcanic community, you should also consider making your patron volcano a character of its own. Consider how it impacted your character and their community. Volcanic communities come in a wide variety of cultures and wealth, though they tend to be more well-off than not, so there are no particular departments to consider a player-character to gravitate towards.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Cities of Favida&#039;&#039;&#039; ===&lt;br /&gt;
The only continent where urban settlement is unrestricted, Favida holds the majority of the city-states and nations that make up the Mictlan Commonwealth. The cities have an alternatively hostile and co-existent relationship with nature depending on where you look, and they have a similar diversity in cultures. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;East Favida&#039;&#039;&#039; ====&lt;br /&gt;
On one end of the scale are the Favidan cities that work to live in tandem with their natural environment irrespective of the dictates of UNIP and the Commonwealth. These cities, which on average but aren’t always on the eastern half of Favida, strive for collective, harmonious relationships with their surroundings and each other. Sprawling canals cut through the cities with clear water and visible fish and dolphins - a sight unknown to most Earth waterways. While the volcanic communities of the north have their fertile ash soil, these Favidan cities have towering hydroponic farms that create an abundant variety of food. Player characters from the eastern Favidan cities may be thoughtful about the impact they’re having on their surroundings, go out of their way to help keep the place clean, focus on eating natural foods, and generally be equitable individuals.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;West Favida&#039;&#039;&#039; ====&lt;br /&gt;
The western Favidan cities have in recent years flirted with mega-corporations and strive to bring the conglomerates into their communities. This isn’t a malicious act - the UNIP environmental regulations, despite their good intentions, come off as draconian and devastated many cities which relied on “dirty” industries and which saw joblessness skyrocket while being inundated with refugees seeking help. Every metric of human well-being tanked, and in some communities collapsed completely. The raw economic power of mega-corporations is seen as a way to keep people employed, fed, and happy. These cities, while still diverse,  are slowly being subsumed into the ‘Astro-Culture’ - the homogenized ‘default’ of human space. Local brands have been replaced with corporate logos. Local bands struggle to compete with Idris-sponsored music. Zeng-Hu Pharmaceuticals have bought out most of the failing mom-and-pop pharmacies. Postal services have been privatized in many western cities and handed over to Charon Shipping Services (which famously accidentally dropped a package into the same volcano three times in the span of two weeks). Hephaestus has taken over many construction firms, creating an explosion of development and expansion that is constantly straining against the legal limits of UNIP and Commonwealth laws.&lt;br /&gt;
&lt;br /&gt;
Player characters from the western Favidan cities may have been given a second chance and uplifted by the jobs mega-corporations brought to their communities. They might have been given a sense of purpose that having a job brings, and the sense of connection to the wider galactic humanity. Or perhaps your character could resent the surrender of their community to these faceless conglomerates, but struggle to exist in an alternate lifestyle. In either case, they may have found themselves leaving Mictlan behind, however that made them feel, and end up in one of the many departments available on the New Horizon.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;History&#039;&#039;&#039; ==&lt;br /&gt;
The history of Mictlan began with the “To the stars, America!” campaign. It was an effort from various NGOs with the backing of many terrestrial governments of the Northern, Central, and South Americas to pool their resources and get a presence in space. The initiative saw the colonization of Mictlan in the early 2200’s. It was a very different world then, primarily temperate with an active tectonic system and nasty storms.&lt;br /&gt;
&lt;br /&gt;
Terraforming efforts from the campaign were successful and the world was quickly inhabited, with settlers spreading out across the world&#039;s burgeoning ecosystems. As part of the campaign&#039;s fundraising efforts courting conservationist movements, many endangered plants and animals being lost to Earth&#039;s collapsing climate had breeding pairs moved to Mictlan and introduced. The next few centuries saw many species fail in this alien environment while others flourished. The campaign was considered a massive success and further investments were created to send settlers, flora, and fauna to this distant world. &lt;br /&gt;
&lt;br /&gt;
By the early 2300’s the “To the stars, America!” campaign was bought out by the Michael &amp;amp; Daniel Eco-Solutions Consortium; an upstart venture capital firm trying to break out as a new mega-corporation. It kicked the terraforming gear into overdrive, wanting to stress the systems to market them as able to tame the harshest worlds, while also possibly being part of weapons contracts.&lt;br /&gt;
&lt;br /&gt;
The terraforming efforts worked far too well and created the modern day &#039;&#039;&#039;Everstorm&#039;&#039;&#039; - its arrival heralded catastrophe. In a panic and while trying to re-calibrate the ecosystem, over-stressed geologic manipulation meant to alter the climate triggered the Northern Mictlan Traps, prompting the volcanic eruptions that continue to the modern day. The first months saw whole communities wiped clean off the map.&lt;br /&gt;
&lt;br /&gt;
In those early centuries news was slow to travel, but when news of the unfolding ecological cataclysm reached Earth via haggard, exhausted refugees a furious UNIP immediately dispatched couriers with lawyers and law enforcement to dissolve the Consortium and arrest its leaders. At the same time Mictlan’s surviving communities had formed the Mictlan Commonwealth which nationalized the Consortium, with ad-hoc science teams working to tame the runaway world. At this time almost a billion people lived on Mictlan, and they narrowly escaped a runaway ecological meltdown that would have turned Mictlan into another Venus.&lt;br /&gt;
&lt;br /&gt;
By the 2400’s most of the damage had been mitigated, but terraforming efforts continue to be confounded by the Everstorm, and the northern Fire Crown Volcanoes remain stubbornly active. At this time UNIP took in Mictlan as a member of the UNIP, granting it the rights and privileges of a member world. With the emergency over it considered allowing corporate investment into the world, but political and environmental interests pressured UNIP to protect Mictlan’s natural resources and ecosystems; many species that were rendered extinct on Earth exist on Mictlan, but the terraforming disasters rendered them once again critically endangered. It was this time, in the mid-2400’s, that UNIP enacted and enforced its sweeping environmental laws that affect Mictlan to this day.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=United_Nations_Interstellar_Protectorate&amp;diff=2557</id>
		<title>United Nations Interstellar Protectorate</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=United_Nations_Interstellar_Protectorate&amp;diff=2557"/>
		<updated>2024-03-30T20:14:18Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Population and Planets */ added mictlan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NationBox|name=United Nations Interstellar Protectorate|image=UNIPInsignia.png|capital=UNIP Headquarters, Nairobi, Earth|motto=Preserving the past.&lt;br /&gt;
Protecting the present.&lt;br /&gt;
Planning for the future.|founded={{Tooltip|text=2201|tooltip=The Protectorate is the latest in a string of organisations declaring lineage to the United Nations. The original UN was founded in 1945, the UN Interplanetary Colonisation Effort in 2097, and the UNIP in 2201.}}|gov=Intergovernmental Body|leader=N/A|lang=Solarian Common}}After generations of stagnation, the United Nations Interstellar Protectorate seeks to venture into the unknown once more and become something greater than merely the birthplace of humankind. Once at risk of fading into meaninglessness, the resurgent Protectorate, sometimes referred to as EarthGov, is a union of worlds centred around Sol. Stemming from an organisation formed to maintain international peace, the responsibilities and the scale at which they operated increased at an almost unmanageable rate as humanity took its first steps into the stars, even to the point where the frontier slipped out of their grasp in order to keep the peace. In the modern day, the Protectorate has resolved to never again let themselves fall behind to that extent, mainly through spearheading new exploration initiatives and revitalising laboratories across their territory. It will require the collective effort of many, but if there is anything the UNIP is known for, it’s bringing disparate groups together for one cause.&lt;br /&gt;
&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
The core systems of the UNIP are as close as one can be to being crowded in interstellar terms. Many worlds alone have populations in the billions and, for the most part, those numbers don’t see any sign of decreasing any time soon. Though its reach has shrunk in the time before its resurgence, the worlds that remain in the Protectorate are among its most loyal members, and are dedicated to its newfound desire to explore the cosmos. There is very little in the way of a unified culture in the Protectorate, and every colony is distinct from the rest in numerous ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Venus=&lt;br /&gt;
Venus, after the former planet of Mercury, is one of the most mined planets in the Solar System, and its residents mostly dwell in orbit of the planet. Originally a Protectorate mining operation, it was eventually sold to Hephaestus Industries which has only further expanded the ageing outposts. Venusian families are more often than not all employed by Hephaestus and assigned to work on their orbital habitat to ensure daily function, or assigned to the cyclical mining operations on the planet, where every shift must be precisely timed to avoid being boiled alive under the superhot temperatures; death is only held at bay by this precise system and the industrial mining RIGs worn by the miners.  A few Venusians do end up escaping this fate, but most have no choice but to remain. The hellish conditions have made Venus a hotbed for frequent uprisings, but these tensions have cooled for now. Were the situation to escalate beyond Hephaestus’ ability to contain, it is likely the Protectorate will interfere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Venus plays host to a massive divide between occupational cultures. The common perception of  Venusians abroad frequently focuses on the &amp;quot;Cythereans&amp;quot;, named so due to the Cytherea-class Industrial Habitats that they tend to. They make up the bulk of Hephaestus’ station-side employees, and have taken on a signature accent from the years of techno-jargon commonly spoken in their daily lives. However rough their lives around the hellish planet may seem, they hardly compare to the lives of the “Jintarans”, the miners of Venus clad in their high-temperature adapted “Jintara” Industrial suits. Jintarans often speak in a very clipped and gruff way, which has an unsurprising habit of being off-putting to outsiders.&lt;br /&gt;
&lt;br /&gt;
|-|Earth=&lt;br /&gt;
Perhaps the single most important planet in the Protectorate, Earth is the homeworld of humanity. Most megacorporations originated on Earth, and many still operate from it. The planet is divided up into special zones controlled directly by the Protectorate, as well as independent members. Many parts of the world have been restored thanks to a joint biosphere restoration effort between the Protectorate and Zeng-Hu, but many more regions still bear the scars of earlier times. Terran is often used to talk about a human born on the homeworld, rather than any specific nationality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Earth also has one natural satellite, Luna, which would be one of the Protectorate’s most powerful colonies were it not for its direct acquisition and administration by EarthGov. While not every Lunarian is wealthy, and a significant working class population exists, much of the moon&#039;s population is stereotyped as being wealthy beyond what most can imagine; owed in no small part to the truth that the first colonists were wealthy Terran families. Many of their descendants still reside in the moon domes. Lunarians are also often stereotyped as haughty, arrogant,incredibly prideful, and constantly brag about their origins on Luna as well as their service to the Protectorate. Culturally, it draws extensively from the Earthbound roots of its settlers, to the point that Luna as a whole feels like just an extension of Earth.&lt;br /&gt;
&lt;br /&gt;
|-|Mars=&lt;br /&gt;
As one of the first colonies, Martians as a people have suffered grievously throughout their history. Mars was once dreamed of as the next planet to fully colonise and then turn green, a utopia in the making where humanity would begin its foray into the stars. It was anything but that. Modern Mars consists of rows and rows of low-income housing stuck under habitational bio-domes; these habitats are more giant slums than anything else. The only orderly domes tend to be the Colony Governor&#039;s own residence and the Martian Militia dome, as well as any corporate branch office. As a result many Martians can be found abroad, wanting to escape their dull and dreary life in search of adventure and a better life out there.&lt;br /&gt;
&lt;br /&gt;
|-|Jupiter=&lt;br /&gt;
While the majority of the orbital facilities surrounding the inhospitable gas giant are refuelling stations or research outposts, all either government or corporate gas refineries, the most prominent is the &amp;quot;Helios&amp;quot; Habitation Dock, once a simple Protectorate dockyard, is now an Idris owned tourist hotspot, supported by the fact that the residential levels of the dock were turned into a luxury hotel overlooking the massive natural wonders of Jupiter, such as the Great Red Spot. And yet, the most impressive of what Jupiter has to offer can be found on its moons.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Callisto&#039;&#039;&#039; was originally considered by Nanotrasen for the prison site that now resides on Ganymede,  but was left discarded in the first years of Jovian colonisation, before being selected to house the first Non-Earthen Telescope facility, the Hubble II, which has resulted in the formation of a large scientific community on this moon.  The rest of the planet is commonly dedicated to mass hydroponics farming, producing a surplus of food that is commonly distributed to all Solar and beyond colonies. The vast underground oceans of Callisto also provide much of the water to the outer reaches of Sol.&lt;br /&gt;
* &#039;&#039;&#039;Ganymede&#039;&#039;&#039; was once considered as a Protectorate port, but its rights were eventually sold to Nanotrasen, who turned the cold moon into a penal mining colony once the Port Ward Installation went online. Nowadays, this cold Jovian moon is one large private penal facility, as well as one of Nanotrasen’s largest electronics manufacturing facilities. Ganymede has built up infamy in Protectorate space as an example of corporate overreach and the dangers of private prisons; even with Nanotrasens PR department doing its best to attempt to smooth it over. The only legacy residents of Ganymede tend to be the Nanotrasen Staff´s own families, in company provided residential habs installed in the outskirts of the facility limits, alongside with other habitational basics to ensure staff rarely leave the planet.&lt;br /&gt;
* &#039;&#039;&#039;Europa&#039;&#039;&#039; has always been of interest to the science community due to the existence of life under its great ice sheets. It wasn&#039;t long before ports and underwater outposts were established, many of the first were purely research sites, but as humanity’s ambition grew Europa saw an increase in habitational stations being built in the vast underground ocean. Nowadays, modern Europa is the most sought out location in the solar system for adventure, with tales of excitement and discovery being common when it comes to the signature nuclear-powered submarines utilised to navigate its treacherous depths. The typical Europan is often deeply superstitious, but eager to chart the unknown.&lt;br /&gt;
|-|Pluto=&lt;br /&gt;
Despite all evidence to the contrary, Pluto boasts cultural and economic ascendancy and draws envy from other celestial bodies. Despite skeptics dismissing it as a dwarf planet, Pluto&#039;s inhabitants, blinded by their world&#039;s splendor, aim to showcase its significance. The water world of Pluto features the floating Kuiper City catering to off-worlders.&lt;br /&gt;
&lt;br /&gt;
The Plutoid Renaissance, a marketing campaign turned religious revival blurred the lines between marketing and spirituality.&lt;br /&gt;
&lt;br /&gt;
More information can be found here: [[Pluto]].&lt;br /&gt;
|-|Eridani=&lt;br /&gt;
The [[Eridani Corporate Alliance]], often referred to as Eridani for short, is a series of relatively independent Solarian worlds that enjoy almost total economic and relative military freedom, through corporations, from the rest of the alliance of states that forms Sol. It is in a 3 caste system, between &amp;quot;Corporates&amp;quot;, also referred to as &amp;quot;Suits&amp;quot;, who are people employed in the corporate ladder of the interests that run the Alliance; the &amp;quot;Dregs&amp;quot;, who are manual labourers and the unemployed, often considered the underdogs and oppressed of the system; and the &amp;quot;Reinstated&amp;quot;, dregs who are in some form of position to potentially become Corporates.&lt;br /&gt;
|-|Tau Ceti=&lt;br /&gt;
The Tau Ceti Special Economic Zone is the home of Nanotrasen, who sought out a system to call their own after being outcompeted in the auctions for Eridani. Though fuelled by envy, this proved to be one of Nanotrasen’s most profitable choices due to the five highly valuable planets in the system. The colonisation efforts for Tau Ceti were a purely Nanotrasen-organised effort, with the third planet of the system, dubbed Biesel, being picked as the primary site, due to its earth-like climate and atmosphere. Nanotrasen’s main headquarters can be found on this colony within the limits of the megacity of Mendell. The planet itself is considered the heart of Nanotrasen’s influence as corporate propaganda finds its way into every aspect of its residents&#039; lives. Even with this overbearing presence, many still claim that it is a constitutional democracy with no corporate influence steering its politics nor government. Such a claim seems ridiculous the moment one takes a closer look at the way Tau Ceti operates.&lt;br /&gt;
&lt;br /&gt;
The second planet from Tau Ceti’s sun is Luthien, a desert planet with a thin, unbreathable atmosphere and small amounts of liquid water located around its cooler poles. Most of its habitation domes and stations are located around these poles, but Luthien itself is far from a residential colony, instead, many of its facilities are dedicated to Nanotrasen testing and research, primarily oriented to weapons testing, or the genetic development of flora and fauna that are able to adapt to extreme environments.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti’s fourth planet, an ice world on the outer edge of the star&#039;s habitable zone, was christened Gibson, named after the original colony ship assigned to colonise the planet. The colonists were assigned in two duty teams for most of the colonisation process, a decision that led to the cultural division of the once united colonists, with the &amp;quot;Surfacers&amp;quot; and the &amp;quot;Undergrounders&amp;quot;, who were responsible for digging underground where the Arcologies and future NT mining complexes would be built. Nowadays, the separation of &amp;quot;Surfacer&amp;quot; and &amp;quot;Undergrounder&amp;quot; is purely cultural but still clearly defined. While the above surface sections are spacious and luxurious, the underground districts of the arcology are connected by stretching tunnels and elevators for transit, as more and more of it connects to the endless mining effort.&lt;br /&gt;
&lt;br /&gt;
|-|New Hai Phong=&lt;br /&gt;
Originally intended to be a Hephaestus mining colony, New Hai Phong has since become one of the industrial centres of the modern Protectorate thanks to massive investment from Hephaestus Industries. Space on New Hai Phong is at a premium, which has led to a communal style of living centred around block families: small organised residential units consisting of several families living in close proximity. This was a living arrangement that was established by its first Southeast Asian colonists, and continued to the present day by a cosmopolitan populace. Corruption is a massive issue on the planet according to reports, and dissent against Hephaestus has been growing in recent years. Respiratory issues plague many residents of New Hai Phong thanks to the harsh environment of the planet brought on by the company&#039;s industrial pollution which is even beginning to affect the planet&#039;s natural freshwater sea. A considerable number of offworlders also reside in this system, most of them staffing Hephaestus’ massive orbital superfactories.&lt;br /&gt;
&lt;br /&gt;
|-|Visegrad=&lt;br /&gt;
Originally slated to become a penal colony, Visegrad was &amp;quot;saved&amp;quot; from this dull fate by the timely intervention of the Office of Special Services, who quickly took interest in the planet for their own reasons. Visegrad was instead turned into what the Office labelled a &amp;quot;rehabilitation world&amp;quot;. The sole colony world to be under direct Protectorate administration and within its own colonial archetype classification, Visegrad was the testing ground for a new form of psychological rehabilitation. The first colonists sent after direct UNIP control were all EarthGov employees, primarily OSS contractors alongside a small peacekeeper force which would serve as the foundation for its future.&lt;br /&gt;
&lt;br /&gt;
The second wave was not as illustrious, hosting a gaggle of EarthGov prisoners that were selected for rehabilitative imprisonment. These criminals were primarily repeat offenders and asylum patients hand picked by the Office. Visegrad was a prison, despite the rebranding, but it had none of the expected installations. Instead of cells, the residents were assigned housing blocks, and instead of a simple yard for outdoor time, the complexes were large swathes of land, walled in by manned and patrolled border walls. It even had basic entertainment and utility buildings that would be common to a regular settlement, as part of this experiment.&lt;br /&gt;
&lt;br /&gt;
Modern Visegrad has seen some success in its tenure, with several &amp;quot;patients&amp;quot; having been given new lives and allowed to leave the planet, most end up staying due to being familiar with the same routine, a form of normalcy, to the point they still live within reach of any new transfers, each facility on the planet&#039;s surface is a community of its own, though many still do leave the planet, glad at last to have made it out.&lt;br /&gt;
&lt;br /&gt;
Visegrad&#039;s society is generally divided between the heavily urbanised compounds that the Contractors and EarthGov staff live in, many of who bring their families along due to the long-term assignments to the planet, and rural rehabilitation facility patients. Visegradi are often stereotyped as either gloomy and distrustful people or as cheerful and calm individuals, owing to the planet&#039;s residential source as a prison colony in all but name, and a history of intrusive government observation programs. Visegradi culture additionally has a heavy emphasis on luck and fatalism, along with a general distrust towards psionics due to rumours, even if unproven, circulating of their usage as part of the rehabilitation program, and many that go abroad bring their superstitions with them. Visegradi travelling abroad are mostly OSS employees sent out for the purpose of fulfilling their enigmatic objectives.&lt;br /&gt;
&lt;br /&gt;
|-|Mictlan=&lt;br /&gt;
[[Mictlan]] is a world renowned for its stunning natural beauty. This beauty is marred by enviromental laws uprooting the local population, which already forms a complicated relationship with the persistent Everstorm ravaging the equator and the persitent volcanic activity of the north.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The history of the United Nations starts years before humanity would take to the stars, but the events that would pave the way for its transformation into the Protectorate would begin in the 21st century. Like most of the planet, the UN was severely impacted by a massive solar flare in 2012. This event caused not only physical effects, such as when the expansion of the Earth’s upper atmosphere led to satellites falling out of the sky all over the world, but knocked humanity’s technological base back considerably. Decades worth of accumulated data were wiped out in mere moments, the infrastructure behind manufacturing, transport, and communication was rendered non-functional, and nearly every corporation dissolved overnight. Many nations found their borders shrinking as it became impossible to exert influence in some areas. Despite the efforts made to recover from this disaster, it seemed like the world was slipping further into chaos no matter how much was tried. This time would eventually pass as the years went by, though the borders and global balance of power would remain fundamentally altered.&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, the United Nations struggled to remain afloat. As communication and transportation were slowed, the organisation informally split into several groups centered around pre existing facilities, with the hope of reunifying at a later date. This time would come in the 2060s, when the world was at about the technological level of the mid-20th century. The now-reformed UN would take on a more proactive role, supporting further advancements, defusing conflicts before they can start, and in some cases taking indefinite control of regions that were still experiencing a complete lack of authority. It was only in 2093, when they decisively defused a conflict that threatened to drag much of the world into a long and bloody war, that public confidence in the UN truly soared. It would not just become a mediator, but also entrusted with more authority for the sake of keeping the peace in those troubled times. Earth would soar to new heights under the UN’s watch yet through it all, there was still one desire left unfulfilled. Years of seeing the night sky in all its wonder had instilled in many the dream of seeing what else lay out there, but no nation found itself with the ability to do more than launch satellites. In response, the UN would form the United Nations Interplanetary Colonisation Effort, an organisation designed to bring together resources and manpower from around the world. They would go on to establish the first Lunar settlement in 2104, followed by the first Martian colony in 2125. This pattern of expanding across Sol would go largely uninterrupted until 2189, when the unexpected happened.&lt;br /&gt;
&lt;br /&gt;
A mistake made in a routine scientific experiment proved to the scientific community that there was a way to breach lightspeed, and a practical warp drive was developed not long after. As soon as it was publicised, talk of extrasolar colonisation seemed to dominate the airwaves, and the relevant industries started to buckle under the skyrocketing demand for their goods. The first missions to survey and settle uncharted systems began in the 2190’s, missions that never had any shortage of volunteers from every corner of the world. The UN-ICE continued to maintain its role in organising and supporting these projects, but it was quickly becoming apparent that this work was becoming too great for them to handle. And so, as the 23rd century dawned, it was decided to completely restructure the United Nations for this new era. In its place was formed the United Nations Interstellar Protectorate. Not only would it lead the way in coordinating the expansion of humanity across the stars, but it would also hold much more influence over the nations of Earth and even supplanted some of their oldest institutions.&lt;br /&gt;
&lt;br /&gt;
For many decades, humanity was in a veritable golden age of exploration. New discoveries were made seemingly every day, and the core worlds were more prosperous than ever. As the century progressed, the dream began to fade. A series of high-profile failures eroded public confidence in further expansion, and a major economic recession in the 2260’s ensured not even private interests could establish their own missions. Several frontier worlds either lost contact or deliberately severed connections to the Protectorate. Rather than risk a costly interstellar war, these systems were able to go their own way, furthering the Protectorate’s own economic troubles. The fall would eventually be halted, but the stagnation would continue on for centuries. Corporations would take on a much larger role in this time period, effectively eliminating the grey area the special economic zones were in legally. Their reach would massively expand, and massive projects such as Hephaestus’ strip mining of Mercury would become emblematic of their excesses. This era would also be defined by first contact with the Skrell in 2460, a relationship that began warmly and has only improved over time. The Protectorate still ultimately remained inwardly focused during much of the subsequent century, but as with all things, that would not last.&lt;br /&gt;
&lt;br /&gt;
Some time in the early 2580’s, a social movement began to spring up with the claim that the Protectorate was going to be locked out of the frontier by the other nations of the Spur, that they would be relegated to a mere relic of history. The voices that took up this cause were few and far between at first, but by leveraging the anxieties many felt, it spread like wildfire, before eventually making its way into the most influential circles of the Protectorate. Almost at once, the exploration craze that had defined the 2200’s had returned. Interest in the sciences was at an all-time high, old exploration craft were brought out of storage and given new life, and the Protectorate seemed to have finally reawakened. The Spur of today is not the same as it was back then, and the Protectorate has to navigate an even more varied web of interests to accomplish its goals. Whatever consequences their efforts hold remain unknown, but this will do little to stop the Protectorate’s march into the future.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Though its powers have increased far beyond what any of its founders could have imagined, the UNIP as an organisation is still quite limited compared to a “true” nation. Outside of a select few worlds, as well as a handful of regions on Earth, the Protectorate does not directly hold any territory. However, the Protectorate maintains an extensive presence on any member world that, while not directly in control of the colony, does grant the Protectorate considerable influence. Potential colonies that choose to remain in the Protectorate are given a boost in funding, as well as the promise to establish facilities providing for basic needs, infrastructure, and defence. In exchange, colonial governments are required to abide by certain rules protecting the freedom and dignity of their populace for as long as they rely on the aforementioned services, under threat of having all control indefinitely transferred to the Protectorate itself. This provision also applies to colonies undergoing a complete collapse of local authority. Some corporate-controlled systems follow a different, often lighter set of rules due to their status as special economic zones.&lt;br /&gt;
&lt;br /&gt;
The overarching policy of the Protectorate is determined by the General Assembly, which also serves as the main form of representation and the means through which the Chairman-General is elected. These meetings take place at the UNIP Headquarters in Nairobi, a facility that existed before the Flare, though it takes on a much more prevalent role in the modern day. In times past it was able to coordinate the greatest number of members throughout the years of recovery, and now sits not too far away from the recently established space elevator. All member nations and systems are represented here, though extrasolar colonies are only permitted one representative. This has proven to be quite controversial outside of Sol, as each administrative region within Sol itself is granted a representative. Supporters claim that without this system, corporate influence would run amok in the Assembly. No such rules are placed on the other departments and organisations within the Protectorate, but in practice are often led by residents of Sol. These groups include:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Department of Justice and Diplomatic Affairs&#039;&#039;&#039; [DJDA] is responsible for interstellar law enforcement, at least on paper. In practice, they only have any real authority over agencies within the Solar System, which tends to result in enforcers requiring cooperation from local colonial administrations. A recent reform, upon first contact with the Skrell, was for the department to increase its mandate to diplomatic affairs with all human colonies as well as alien species. As part of its mandate, the DJDA has assignment authority over Protectorate Peacekeeper units when it comes to diplomatic protection and consular missions.&lt;br /&gt;
* The &#039;&#039;&#039;Office of Special Services&#039;&#039;&#039; [OSS], the Protectorate’s own intelligence and clandestine operations and research arm.The former members of the old Terran intelligence agencies had two options: Retire or sign on for a new employer. Most of their exact details and operations aren’t known, aside from what has been redacted and edited for public view; the most famous of these programs is their &amp;quot;Psionic Talent Assessment Program&amp;quot;, which recruits individuals that display an aptitude for psionics. In most cases the relevant aptitude tests are treated as part of the routine healthcare checkup that most Protectorate citizens partake in. Most individuals test negative, with none or minimal talent potential, and live a normal life.  Those that do tend to have specialised government funded education and job opportunities guaranteed by adulthood in the Office. Many of these “Talents” see themselves effectively limited to government assignments in a supportive or advisory role, where they can best aid The Protectorate. Strangely, the Office also serves as a middleman for contractors from outside the Protectorate.&lt;br /&gt;
* The &#039;&#039;&#039;United Nations Security Council&#039;&#039;&#039; [UNSC], the administrative body of EarthGov responsible for its military and security operations. The Security Council has been responsible for the Protectorate&#039;s Army and Navy since 2127. It also funds local Colonial Defense Forces. When a colony can&#039;t meet the minimum quota for its local defences, UNIP subsidises the employment of mercenaries from relevant companies. Enlistment in the Army is not a prestigious post, but it pays the bills and has lax standards. It also offers educational courses in most fields, but aspiring engineers tend to be siphoned away by the navy, which tends to be regarded as the more impressive of the two. Its entry requirements are more stringent, but its recruits, even the more prestigious Bridge Crew and Captains, tend to lead dull and uneventful services. The boring, bureaucratic nature of military life causes a haemorrhaging of recruits with bloodthirsty tendencies to mercenary companies, while the more adventurous tend to leave for greener pastures in initiatives like the New Horizon.&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2556</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2556"/>
		<updated>2024-03-26T01:04:04Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Purpose */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleport larger, denser objects and become ad-hoc space-ports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades later, a Charon engineer was looking over an abandoned planetoid that had been hollowed out by Hephaestus mining operations and left vacant for decades, and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495, the Gladwyn was opened.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf &#039;&#039;planetoid&#039;&#039; shell-world that acts as a persistent location for shore leave or residency off-screen. A &#039;shell-world&#039; is a structure built with concentric matryoshka doll-like layers. These layers are held up by the pressure of the layer&#039;s air as well as load-bearing columns.&lt;br /&gt;
&lt;br /&gt;
If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
[[File:Gladwyn Shell World Diagram.png|thumb|413x413px|A simple depiction of the Gladwyn to a similarly sized asteroid; the planetoid has a much larger volume and surface area thanks to its many layers.]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0: The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planetoid is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1: The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2:  The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3:  The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4:  The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planetoid&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planetoid were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5: Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the access airlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular with the areas which had their drinking water impacted by the Asparagus Festival Incident.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6: Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-Lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon. By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old [[Tajara]] native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the [[Dionae]] &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old [[Unathi]] native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is . . . . They are in charge of private security on the docks . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is the Vaurca &#039;&#039;&#039;Ta&#039;Akaix&#039;Vhriizaadi Ok&#039;hreda&#039;vabaan&#039;&#039;&#039;, shortened to Vabaan, a 782 old [[Vaurca]]. They spent about a hundred of those years on the Unathi planet of Zakkeran and became affiliated with its [[Unathi#Aut&#039;akh Unathi-1|Aut&#039;akh]] culture. Vabaan is schedule-driven and has an almost preternatural sense of where she&#039;s going thanks to her Aut&#039;akh cybernetic implants. Vabaan has a brood of offspring who almost exclusively work under her. She is known to treat each of her children like interns. She is very into corporate culture and injects the terminology at random in conversations.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Operations Manager&#039;&#039;&#039; is &#039;&#039;&#039;Krriq Qr&#039;Xul&#039;&#039;&#039;l, a 117 year old [[Skrell]] who hails from a Nralakk Federation outer system with a booming logistics hub. They have held the position for 23 years. They foster a tight-knit community in their department which has made the logistic operations on the Gladwyn exceptionally efficient. Where delays and snags occur, it&#039;s almost always inconvenient only to individual who irritated the Operations department. In their free time, they enjoy playing music gigs locally, favoring a custom acoustic guitar, and are renowned for their melodic songs in their native Nral&#039;Malic. They maintain a personal bounty for shipping labels from exotic locations and is willing to pay proportional to the rarity.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=2551</id>
		<title>Hephaestus Industries</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=2551"/>
		<updated>2024-03-10T19:30:33Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Hephaestus-Class Hulls */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrgBox|name=Hephaestus Industries|image=Hephaestuslogo4.png|hq=Lemnos Station, Sol|motto=Our Chariots Carry Beyond Olympus|founded=2100s|major=Ship Hulls, Robots, General Equipment|minor=Material Processing, Mining, Prospecting|affiliates=|rivals=[[Charon Shipping Services]]|theme=8e6800}}There is no greater display of the raw industrial power of humanity than in Hephaestus Industries. The mega-corporation provides almost two-thirds of all galactic equipment in terms of robots, ship hulls, vehicles, and other finished goods. The fervorous and almost manic scale of fabrication is often credited as the primary reason the [[United Nations Interstellar Protectorate]], and humanity as a whole, was able to explosively expand through the galaxy. The biggest monument to their capabilities remains the small asteroid in orbit of its much larger Lemnos Station HQ; the asteroid being all that remains of the former planet Mercury’s core after a single century of strip-mining and fabrication.&lt;br /&gt;
&lt;br /&gt;
= Playable Departments =&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Engineering&#039;&#039;&#039; and &#039;&#039;&#039;Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their involvement in engineering is almost mandatory for many ships and stations. This is especially true for the New Horizon ship, as it flies a No. 3 Hephaestus-Class Hull, and the mega-corporation contributed to retrofitting what modern infrastructure is on the ship at time of play.&lt;br /&gt;
&lt;br /&gt;
= Hephaestus-Class Hulls =&lt;br /&gt;
There are four &#039;&#039;confirmed&#039;&#039; generations of Heph-Class hulls, with a new model released roughly every century and completely revolutionizing space travel when it does.&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;No. 1 hulls&#039;&#039;&#039; were the first general-purpose interstellar-capable ship created by humanity in the  2180’s. It was much smaller than modern ships and lacked the ability to be customized by the user beyond cosmetics, but boasted a record of being the safest transport available at the time.&lt;br /&gt;
# &#039;&#039;&#039;The No. 2 hulls&#039;&#039;&#039; appeared in 2300 and featured greater customization, life-support efficiency, and was the first generation to use interstellar-capable plasteel, which previously was used only for reinforcing terrestrial buildings. The hull is still common to spacers and shaft miners on the periphery of known space as no No. 2 hull has ever been known to break down under stress any less than enemy fire, and what damage the hull does take can be quickly repaired from common materials.&lt;br /&gt;
# &#039;&#039;&#039;No. 3 hulls&#039;&#039;&#039; were launched in 2400 as the cutting edge of spaceflight. Design changes and a refinement of plasteel production allowed ships to skyrocket in size. This is the first generation of interstellar ships indefinitely holding dozens or even hundreds of passengers at a time. Every single floor tile, pipe, and piece of wiring could be fully customized while in the field without the ship having to dock for a retrofit. This radical change meant No. 3 hulls were on the forefront of exploring the frontier, with the ships out in wild space for months at a time, able to do maintenance in the field with materials present in most common asteroids. The New Horizon ship is one of the earliest of the No. 3 hulls. This hull type remains the most ubiquitous across human space, with proliferation even among alien powers.&lt;br /&gt;
# &#039;&#039;&#039;No. 4 hulls&#039;&#039;&#039; instantly made all other hulls obsolete when it hit space in 2505. No. 4 boasts an even greater hull strength than earlier ships, and the ability to fly through the atmosphere of a planet or the crushing depths of a water world without losing hull cohesion. Part of this comes from the novel energy shielding that this generation of hulls use. They also incorporate on-board manufacturing and fabrication equipment, turning every ship with a No. 4 hull into a mobile factory that can even, with enough time and raw materials, fabricate an entire other vessel. This has created a new era of spaceflight where many are wondering if “spaceports” may be on their way out, as more and more No. 4 hulls - while being exorbitantly expensive - slowly proliferate through known space.&lt;br /&gt;
# &#039;&#039;&#039;No. 5 hulls&#039;&#039;&#039; remain entirely within the realm of the hypothetical, but unsubstantiated sources have periodically claimed Hephaestus is sketching preliminary concepts for a new generation of hull to be released in the early- or mid- 2600’s. Very little information exists about its capabilities. The only rumor of substance known at time of writing is that a laboratory test allegedly proves the new material used for a No. 5 hull is impervious to all known forms of energy and physical damage. There is a frenetic and fervorous scale of corporate espionage as other mega-corporations attempt to steal any scrap of knowledge of the No. 5 hull types that they can.&lt;br /&gt;
&lt;br /&gt;
= Hephaestus Robotics =&lt;br /&gt;
The ubiquity of robots in stellar craft is partially owed to the influence of Hephaestus. Its robots - also known as ‘borgs’ colloquially - are renowned for their relative ease of fabrication and repair. Prior to Hephaestus’ break-out in the field in the 2XXX’s, robotics were expensive, high maintenance, and could only be repaired in specialized robotics bays. The introduction of the Heph-Brand General Purpose Robot completely upended hundreds of years of conventional wisdom in robotics. Hephaestus borgs began their life as a generic template that could be customized to fit into any necessary job from engineering to medical.&lt;br /&gt;
&lt;br /&gt;
Time has allowed other mega-corporations with a stake in robotics to catch up to Hephaestus’ explosive arrival in the field, but the new conventional wisdom is still built on Hephaestus’ original idea. Now robots tend to arrive at a customer as a factory default template robot, but can rapidly re-assemble itself to fit into any necessary role and then operate immediately. These configurations can then be changed by a machinist, so that an engineering borg may be reconfigured into a medical, service, janitorial, or many other types of borg.&lt;br /&gt;
&lt;br /&gt;
Modern robots also remain relatively simple to repair for engineers, with most maintenance needing only re-wiring, or a welding patch job. However one area where this philosophy fails is with the Man-Machine-Interfaces themselves; the incredibly complex and delicate devices and cyborg brains themselves remain exclusively within the field of specialized machinists, must to the chagrin of Hephaestus engineers.&lt;br /&gt;
&lt;br /&gt;
= Playing a Hephaestus Contractor =&lt;br /&gt;
The stereotype of typical Hephaestus Engineers is that they’re a culture of down-to-earth, blue-collar workers when things are quiet and manic MacGyvers when their skills are needed. Hephaestus engineering training encourages quick, out-of-the-box solutions to engineering problems and a heavy emphasis on recycling to ensure its engineers are able to solve any problems with a Heph-class hull even if they’re light-years away from a port. However this stereotype is becoming outdated as a relic of the No. 3 era, as a new generation of Engineers have boarded ships like the New Horizon experienced with the new model of No. 4 hulls. &lt;br /&gt;
&lt;br /&gt;
No. 4 hulls are so impervious to most damage that No. 4 era engineers, with plenty of downtime, are stereotyped as dry, bland, and worried about paperwork and procedure. No. 4 era Hephaestus Engineers often clash with No. 3 era engineers when they board older hulls like the New Horizon, where the old mindset remains.&lt;br /&gt;
&lt;br /&gt;
Hephaestus contractors in Operations are often stereotyped like their engineering cousins; unfriendly to paperwork and proper procedures but as reliable as a No. 3 hull. They’re considered by many to be mavericks who don’t play by the rules but get results. A new generation of Operations personnel are, like the new generation of engineers, more aligned with &amp;quot;stuffy&amp;quot;, &amp;quot;white-collar&amp;quot; attitudes.&lt;br /&gt;
&lt;br /&gt;
= Relationships =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Zavodskoi&#039;&#039;&#039;  Interstellar ==&lt;br /&gt;
The arch-rival of Hephaestus Industries across the galaxy. The tension has flared off and on over the centuries around Zavodskoi&#039;s alleged shady morals. The two mega-corporations also ruthlessly compete in the exosuit market, with Hephaestus&#039; cheaper, customizable exo-suits struggling against Zavodskoi&#039;s sturdier constructions. Hephaestus also draws their arch-rival&#039;s ire through the creation of IPCs. Hephaestus has also tried unceasingly to break into the internal market of Dominia which Zavodskoi has fully monopolized. Hephaestus would like nothing more than to force Zavodskoi into bankruptcy by outproducing their rivals over-engineered, expensive toys.&lt;br /&gt;
&lt;br /&gt;
== Charon ==&lt;br /&gt;
Charon Shipping Services competes with Hephaestus in operations-based markets, and Charon freighters have many exclusive rights to transit cargo in lucrative shipping lanes. Hephaestus also resents the fact that their own products often have to be marked up as Charon charges shipping fees, which makes non-Hephaestus products competitive in the destination markets. Hephaestus also artificially maintains their superiority in IPC production through stifling Charon&#039;s ability to create Hephaestus licensed chassis, which frustrates Charon&#039;s attempts to become competitive in the IPC market.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen ==&lt;br /&gt;
NanoTrasen is not a direct competitor in many of Hephaestus&#039; direct industries but the two corporations remain locked in a power struggle. Both the mega-corporations hold immense political sway across the United Interstellar Earth Protectorate. The ability for the mega-corporations to steamroll other powers of the galaxy has long relied on the backing of UNIP&#039;s immense political, economic, and military strength. The struggle for primacy between Hephaestus&#039; Board and CEO has allowed NanoTrasen to peel off many of Hephaestus&#039; former political allies and court others. The internal feuding had even allowed NanoTrasen to purchase broad contracts across Venus, which before was a full and unquestioned Hephaestus monopoly. An intense and bloody campaign of corporate espionage saw NanoTrasen&#039;s foothold flounder and the contracts dissolved, but the incident has continued to spook Hephaestus so severely that it made the Board and CEO temporarily come to terms to coordinate a more expanded campaign of corporate warfare.&lt;br /&gt;
&lt;br /&gt;
= Corporate Culture - &amp;quot;The Herasts&amp;quot; =&lt;br /&gt;
The maverick, almost blue-collar culture of Hephaestus has been increasingly chafing against the new generation of engineers, management, and even customers. The shift came after the release of Heph-Class No. 3 Hulls in the 2400’s which cemented Hephaestus’ status as a mega-corporation. In the almost two-centuries since then, the newer generations were born and raised that are almost all influenced by Hephaestus being an unrivaled power in hull making, or only knew No. 3 hulls and beyond.&lt;br /&gt;
&lt;br /&gt;
This has created a more closed, complacent culture especially among the newer No. 4 generation. This newer generation was dubbed the &#039;&#039;“Herasts”&#039;&#039; sardonically by former CEO Alice Aeson in the 2550s. It references the original myth of Hephaestus and his relationship with his estranged mother, who wanted him to return to Olympus only so he could make her shiny crafts without actually loving her son beyond his tools. They are also called &#039;&#039;&amp;quot;The Fours&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The conflict has been going on for a century now, and is primarily portrayed through the bitter power struggle between Hephaestus’ current CEO Titanius Aeson and the Board of Directors. The new CEO assumed the mantle after his mother’s death in the 2450’s, and has fought to continue the meritocratic, maverick culture of Hephaestus that was present before the No. 3 hulls were launched.&lt;br /&gt;
&lt;br /&gt;
The closed culture represented by the Board wants to keep the mega-corporation neutral in all affairs, wanting to sell to anyone and everyone in the galaxy without any statement of morals or values. This closed culture also means employees who voice disagreement with corporate policy with ‘out-of-the-box’ thinking are punished, either explicitly or subtly. This is also present in the new generation of engineers being taught to follow the company line, and to strictly follow regulations and procedures.&lt;br /&gt;
&lt;br /&gt;
The more open culture championed by Titanius Aeson is a continuation of the generations before No. 3 hulls, where engineers, miners, and employees were encouraged to think on their feet and firmly commit to their values. Former CEO Alice Aeson  was famous for sticking to her guns and refusing to ‘cheat’ her customers, while also keeping the company on the ‘right path’ by doing the unthinkable: calling out oppressive or immoral policies from star nations, even &#039;&#039;friendly&#039;&#039; ones.&lt;br /&gt;
&lt;br /&gt;
The biggest controversy within Hephaestus is a rumor (fervently denied at every step) that the alleged No. 5 hull will not be repairable ‘in the field’ and would need to dock at a Hephaestus proprietary shipyard. This would be a monumental shift that would affect space-faring powers across the galaxy. Many believe that the shadowy struggle behind this specific change is responsible for much espionage striking the mega-corporation lately&#039;&#039;,&#039;&#039; which sometimes pulls in outside actors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2536</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2536"/>
		<updated>2024-03-01T06:35:21Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* General Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleport larger, denser objects and become ad-hoc space-ports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades ago, a Charon engineer looked at an abandoned planetoid that had been hollowed out with a fully functional life-support and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495 the Gladwyn was “launched”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf &#039;&#039;planetoid&#039;&#039; shell-world that acts as a persistent location for shore leave or residency off-screen. A &#039;shell-world&#039; is a structure built with concentric matryoshka doll-like layers. These layers are held up by the pressure of the layer&#039;s air as well as load-bearing columns.&lt;br /&gt;
&lt;br /&gt;
If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
[[File:Gladwyn Shell World Diagram.png|thumb|413x413px|A simple depiction of the Gladwyn to a similarly sized asteroid; the planetoid has a much larger volume and surface area thanks to its many layers.]]&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0: The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planetoid is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1: The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2:  The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3:  The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4:  The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planetoid&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planetoid were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5: Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the access airlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular with the areas which had their drinking water impacted by the Asparagus Festival Incident.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6: Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-Lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon. By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old [[Tajara]] native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the [[Dionae]] &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old [[Unathi]] native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is . . . . They are in charge of private security on the docks . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is the Vaurca &#039;&#039;&#039;Ta&#039;Akaix&#039;Vhriizaadi Ok&#039;hreda&#039;vabaan&#039;&#039;&#039;, shortened to Vabaan, a 782 old [[Vaurca]]. They spent about a hundred of those years on the Unathi planet of Zakkeran and became affiliated with its [[Unathi#Aut&#039;akh Unathi-1|Aut&#039;akh]] culture. Vabaan is schedule-driven and has an almost preternatural sense of where she&#039;s going thanks to her Aut&#039;akh cybernetic implants. Vabaan has a brood of offspring who almost exclusively work under her. She is known to treat each of her children like interns. She is very into corporate culture and injects the terminology at random in conversations.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Operations Manager&#039;&#039;&#039; is &#039;&#039;&#039;Krriq Qr&#039;Xul&#039;&#039;&#039;l, a 117 year old [[Skrell]] who hails from a Nralakk Federation outer system with a booming logistics hub. They have held the position for 23 years. They foster a tight-knit community in their department which has made the logistic operations on the Gladwyn exceptionally efficient. Where delays and snags occur, it&#039;s almost always inconvenient only to individual who irritated the Operations department. In their free time, they enjoy playing music gigs locally, favoring a custom acoustic guitar, and are renowned for their melodic songs in their native Nral&#039;Malic. They maintain a personal bounty for shipping labels from exotic locations and is willing to pay proportional to the rarity.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=File:Gladwyn_Shell_World_Diagram.png&amp;diff=2535</id>
		<title>File:Gladwyn Shell World Diagram.png</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=File:Gladwyn_Shell_World_Diagram.png&amp;diff=2535"/>
		<updated>2024-03-01T06:34:23Z</updated>

		<summary type="html">&lt;p&gt;Marlon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;a basic description of what the gladwyn looks like, size comparison with an asteroid to portray its greater volume despite small planetoid body.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2534</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2534"/>
		<updated>2024-03-01T06:32:49Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Command Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleport larger, denser objects and become ad-hoc space-ports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades ago, a Charon engineer looked at an abandoned planetoid that had been hollowed out with a fully functional life-support and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495 the Gladwyn was “launched”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf &#039;&#039;planetoid&#039;&#039; shell-world that acts as a persistent location for shore leave or residency off-screen. A &#039;shell-world&#039; is a structure built with concentric matryoshka doll-like layers. These layers are held up by the pressure of the layer&#039;s air as well as load-bearing columns.&lt;br /&gt;
&lt;br /&gt;
If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0: The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planetoid is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1: The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2:  The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3:  The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4:  The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planetoid&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planetoid were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5: Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the access airlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular with the areas which had their drinking water impacted by the Asparagus Festival Incident.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6: Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-Lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon. By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old [[Tajara]] native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the [[Dionae]] &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old [[Unathi]] native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is . . . . They are in charge of private security on the docks . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is the Vaurca &#039;&#039;&#039;Ta&#039;Akaix&#039;Vhriizaadi Ok&#039;hreda&#039;vabaan&#039;&#039;&#039;, shortened to Vabaan, a 782 old [[Vaurca]]. They spent about a hundred of those years on the Unathi planet of Zakkeran and became affiliated with its [[Unathi#Aut&#039;akh Unathi-1|Aut&#039;akh]] culture. Vabaan is schedule-driven and has an almost preternatural sense of where she&#039;s going thanks to her Aut&#039;akh cybernetic implants. Vabaan has a brood of offspring who almost exclusively work under her. She is known to treat each of her children like interns. She is very into corporate culture and injects the terminology at random in conversations.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Operations Manager&#039;&#039;&#039; is &#039;&#039;&#039;Krriq Qr&#039;Xul&#039;&#039;&#039;l, a 117 year old [[Skrell]] who hails from a Nralakk Federation outer system with a booming logistics hub. They have held the position for 23 years. They foster a tight-knit community in their department which has made the logistic operations on the Gladwyn exceptionally efficient. Where delays and snags occur, it&#039;s almost always inconvenient only to individual who irritated the Operations department. In their free time, they enjoy playing music gigs locally, favoring a custom acoustic guitar, and are renowned for their melodic songs in their native Nral&#039;Malic. They maintain a personal bounty for shipping labels from exotic locations and is willing to pay proportional to the rarity.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2533</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2533"/>
		<updated>2024-03-01T03:00:09Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Command Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleport larger, denser objects and become ad-hoc space-ports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades ago, a Charon engineer looked at an abandoned planetoid that had been hollowed out with a fully functional life-support and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495 the Gladwyn was “launched”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf &#039;&#039;planetoid&#039;&#039; shell-world that acts as a persistent location for shore leave or residency off-screen. A &#039;shell-world&#039; is a structure built with concentric matryoshka doll-like layers. These layers are held up by the pressure of the layer&#039;s air as well as load-bearing columns.&lt;br /&gt;
&lt;br /&gt;
If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0: The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planetoid is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1: The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2:  The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3:  The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4:  The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planetoid&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planetoid were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5: Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the access airlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular with the areas which had their drinking water impacted by the Asparagus Festival Incident.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6: Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-Lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon. By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old [[Tajara]] native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the [[Dionae]] &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old [[Unathi]] native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is . . . . They are in charge of private security on the docks . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is the Vaurca &#039;&#039;&#039;Ta&#039;Akaix&#039;Vhriizaadi Ok&#039;hreda&#039;vabaan&#039;&#039;&#039;, shortened to Vabaan, a 782 old [[Vaurca]]. They spent about a hundred of those years on the Unathi planet of Zakkeran and became affiliated with its [[Unathi#Aut&#039;akh Unathi-1|Aut&#039;akh]] culture. Vabaan is schedule-driven and has an almost preternatural sense of where she&#039;s going thanks to her Aut&#039;akh cybernetic implants. Vabaan has a brood of offspring who almost exclusively work under her. She is known to treat each of her children like interns. She is very into corporate culture and injects the terminology at random in conversations.&lt;br /&gt;
&lt;br /&gt;
The O&#039;&#039;&#039;perations Manager&#039;&#039;&#039; is Gleb, a XX old Skrell who . . .  .&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2532</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2532"/>
		<updated>2024-03-01T02:32:18Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Command Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleport larger, denser objects and become ad-hoc space-ports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades ago, a Charon engineer looked at an abandoned planetoid that had been hollowed out with a fully functional life-support and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495 the Gladwyn was “launched”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf &#039;&#039;planetoid&#039;&#039; shell-world that acts as a persistent location for shore leave or residency off-screen. A &#039;shell-world&#039; is a structure built with concentric matryoshka doll-like layers. These layers are held up by the pressure of the layer&#039;s air as well as load-bearing columns.&lt;br /&gt;
&lt;br /&gt;
If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0: The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planetoid is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1: The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2:  The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3:  The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4:  The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planetoid&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planetoid were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5: Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the access airlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular with the areas which had their drinking water impacted by the Asparagus Festival Incident.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6: Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-Lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon. By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old Tajara native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the Dionae &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old Unathi native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is . . . . They are in charge of private security on the docks . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is the Vaurca &#039;&#039;&#039;Ta&#039;Akaix&#039;Vhriizaadi Ok&#039;hreda&#039;vabaan&#039;&#039;&#039;, shortened to Vabaan, a 782 old [[Vaurca]]. They spent about a hundred of those years on the Unathi planet of Zakkeran and became affiliated with its [[Unathi#Aut&#039;akh Unathi-1|Aut&#039;akh]] culture. Vabaan is schedule-driven and has an almost preternatural sense of where she&#039;s going thanks to her Aut&#039;akh cybernetic implants. Vabaan has a brood of offspring who almost exclusively work under her. She is known to treat each of her children like interns. She is very into corporate culture and injects the terminology at random in conversations.&lt;br /&gt;
&lt;br /&gt;
The O&#039;&#039;&#039;perations Manager&#039;&#039;&#039; is Skitter Placeholdmanbug, a XX year old Vaurca. They . . . .&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2531</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2531"/>
		<updated>2024-03-01T01:17:10Z</updated>

		<summary type="html">&lt;p&gt;Marlon: planet references changed to planetoid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleport larger, denser objects and become ad-hoc space-ports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades ago, a Charon engineer looked at an abandoned planetoid that had been hollowed out with a fully functional life-support and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495 the Gladwyn was “launched”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf &#039;&#039;planetoid&#039;&#039; shell-world that acts as a persistent location for shore leave or residency off-screen. A &#039;shell-world&#039; is a structure built with concentric matryoshka doll-like layers. These layers are held up by the pressure of the layer&#039;s air as well as load-bearing columns.&lt;br /&gt;
&lt;br /&gt;
If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0: The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planetoid is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1: The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2:  The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3:  The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4:  The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planetoid&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planetoid were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5: Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the accessairlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular by the affected residents.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6: Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon with their equivalent being a reskin.&lt;br /&gt;
&lt;br /&gt;
By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old Tajara native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the Dionae &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old Unathi native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is . . . . They are in charge of private security on the docks . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is the Vaurca &#039;&#039;&#039;Ta&#039;Akaix&#039;Vhriizaadi Ok&#039;hreda&#039;vabaan&#039;&#039;&#039; (or shortened to Vabaan), a XX year old Vaurca. They. . . .&lt;br /&gt;
&lt;br /&gt;
The O&#039;&#039;&#039;perations Manager&#039;&#039;&#039; is Skitter Placeholdmanbug, a XX year old Vaurca. They . . . .&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2530</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2530"/>
		<updated>2024-02-29T05:20:00Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Command Staff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleporter larger, denser objects. After that old cargo freighters sometimes had their heavy thrusters removed and replaced with more cargo space, becoming ad hoc spaceports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades ago, a Charon engineer looked at an abandoned dwarf planet that had been hollowed out with a fully functional life-support and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495 the Gladwyn was “launched”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf planet shellworld that acts as a persistent location for shore leave or residency off-screen. If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0 -The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planet is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1 - The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2 - The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3 - The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4 – The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planet&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planet were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5 – Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the accessairlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular by the affected residents.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6 – Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon with their equivalent being a reskin.&lt;br /&gt;
&lt;br /&gt;
By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current &#039;&#039;&#039;Captain&#039;&#039;&#039; of the Gladwyn is &#039;&#039;&#039;&#039;&#039;Zarkir Samra&#039;&#039;&#039;&#039;&#039;, a 44 year old Tajara native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;XO&#039;&#039;&#039; equivalent is the &#039;&#039;&#039;Mayor&#039;&#039;&#039;. The current mayor is the Dionae &#039;&#039;&#039;&#039;&#039;Speaker of the Wayward Lances&#039;&#039;&#039;&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is the &#039;&#039;&#039;Gladwyn Police Chief&#039;&#039;&#039;. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;&#039;&#039;&#039;Ebazer Surru&#039;&#039;&#039;&#039;&#039;, a 55 year old Unathi native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Medical Officer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Tibaud Johanne&#039;&#039;&#039;&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Chief Engineer&#039;&#039;&#039; is &#039;&#039;&#039;&#039;&#039;Araka Dz’an&#039;&#039;&#039;&#039;&#039;, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Head of Security&#039;&#039;&#039; is . . . . They are in charge of private security on the docks . . .&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Research Director&#039;&#039;&#039; is the Vaurca &#039;&#039;&#039;Ta&#039;Akaix&#039;Vhriizaadi Ok&#039;hreda&#039;vabaan&#039;&#039;&#039; (or shortened to Vabaan), a XX year old Vaurca. They. . . .&lt;br /&gt;
&lt;br /&gt;
The O&#039;&#039;&#039;perations Manager&#039;&#039;&#039; is Skitter Placeholdmanbug, a XX year old Vaurca. They . . . .&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2529</id>
		<title>The Hub Gladwyn</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=The_Hub_Gladwyn&amp;diff=2529"/>
		<updated>2024-02-29T04:57:41Z</updated>

		<summary type="html">&lt;p&gt;Marlon: added page primary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;A century ago, a Charon engineer working on efficiency in astro-logistics realized that if conventional thrusters were removed from a ship that the bluespace drive would have a much greater efficiency and be able to teleporter larger, denser objects. After that old cargo freighters sometimes had their heavy thrusters removed and replaced with more cargo space, becoming ad hoc spaceports.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Then a few decades ago, a Charon engineer looked at an abandoned dwarf planet that had been hollowed out with a fully functional life-support and she thought, “Huh. You know what?”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Six years later in 2495 the Gladwyn was “launched”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Purpose&#039;&#039;&#039; =&lt;br /&gt;
When the New Horizon is in a sector it acts as the vanguard for UNIP exploration of the area. The Horizon is the toe being dipped into a dark, murky pool. At a considerable distance – for the purposes of play, being outside the playable sector entirely is Gladwyn - a shell world with access to FTL.&lt;br /&gt;
&lt;br /&gt;
Gladwyn is a dwarf planet shellworld that acts as a persistent location for shore leave or residency off-screen. If you want your character to be off-ship and have a place that they can meet up with any other character also off-ship, the Gladwyn is the place to do it. When your character isn’t present for a shift they can be either in the Horizon Residential Decks on the Gladwyn.&lt;br /&gt;
&lt;br /&gt;
When the Horizon is in orbit of a civilized place with on-map shore-leave we encourage participation in that locale. There may be events or gimmicks which presume the Gladwyn is inaccessible.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has accommodations for characters of most wealth levels, with the quality degrading and locale getting more scuffed the lower class your character is. Each level has its own divisions based on wealth as expected anywhere else.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;General Details&#039;&#039;&#039; =&lt;br /&gt;
Cargo Shipments to the Horizon may come from the Gladwyn. At round-end a shuttle ferrying people to and from the Gladwyn can be presumed to arrive for transfers.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn has almost no defenses except a handful of combat drones to zap asteroids or carp wandering too close. Anything more dangerous would overwhelm the settlement, and for that reason it is never in the same sector as the Horizon, but in a safer location “off-screen”.&lt;br /&gt;
&lt;br /&gt;
The world has a few thrusters for spin-correction which may inch it in some direction or other but for practical purposes it’s completely immobile. With four-hours of spooling up the world may bluespace jump to a new sector.&lt;br /&gt;
&lt;br /&gt;
The population is about two-hundred thousand in total, with roughly thirty-four thousand residents per level. While in the lower decks this can feel crowded, closer to the exterior things get a lot more spacious and less dense.&lt;br /&gt;
&lt;br /&gt;
Because of the world spinning for centrifugal force the ‘ground’ is upside down and the ‘sky’ is the bottom of the next level up. From the perspective of people on the ground however, holographic (or genuine) clouds obscure the ceiling and help prevent vertigo.&lt;br /&gt;
&lt;br /&gt;
The Gladwyn provides maintenance and repair for the New Horizon and is the reason it is repaired from any canonical damage. The Horizon matches the spin at the poles, docks, then is conveyer-belted to the center of the world in the Bayside Docks or the Floating Core.&lt;br /&gt;
&lt;br /&gt;
= The Levels =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 0 -The Floating Core&#039;&#039;&#039; ==&lt;br /&gt;
The shell world spins incredibly quickly for most of its gravity so the center of the planet is, ironically, the part most suitable for offworlders due to objects ‘floating’. Hotel and motel rooms here are eclectic because of this, with things like beds being on the ceiling and chairs being on the opposite wall.&lt;br /&gt;
&lt;br /&gt;
There are large accommodations for hangars and repair bays, which eat away at space that could otherwise serve as housing or amenities for the off-worlders. Because of this, when not in use, empty hangers are overrun with temporary bazaars, markets, festivals, or other accommodations that can be hastily dismantled and moved out. The Operations team of the Gladwyn are extremely punctual with their docking schedules in order to not repeat the “Courier #77 Docking Incident of 2591”.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 1 - The Bayside Docks&#039;&#039;&#039; ==&lt;br /&gt;
With weaker “gravity” the inner shell’s centrifugal force is capitalized on by having most of the cargo and logistics work taking place here. There aren’t a lot of recreational areas here, and businesses which do exist tend to have the same energy as a fast-food joint just off a highway overpass. Its population is very diverse as people from all over the shell work here. It is considered a heaven by local exosuit enthusiasts because of the heavy use of industrial suits. Exosuit strength and racing competitions became so frequent that Gladwyn Command eventually gave up on enforcement and the games have now proliferated into weekly events.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 2 - The Winter Palace&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a crisp baseline temperature hovering around 10C the Winter Palace accommodates primarily Tajara with the appropriate amenities. They are a majority but humans do still form a sizable minority with populations who prefer colder climates, such as Earth’s Alaskan Commonwealth or the Antarctic Free Union. Hydroponic bays which focus on cold-biome preferring plants are also present here.&lt;br /&gt;
&lt;br /&gt;
In an emergency, and much to the chagrin of its residents, this level also serves as an emergency back-up radiator. Such an emergency happened only once which, while thankfully there were no fatalities, it infamously ruined the 2589 exhibits from the Museum of Galactic Ice Sculptors.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 3 - The Desert Oasis&#039;&#039;&#039; ==&lt;br /&gt;
Keeping a balmy 30C baseline the Desert Oasis is home to a large Unathi population. There are also humans who prefer hotter climates, such as Earth’s Duchy of Arizona or the Karakum Republic. Because of the high Unathi Population a lot of buildings here look out of time, with bright, colorful pyramids and colorful banners strewn between buildings. There are a lot of slabs installed in buildings with UV lamps over them for Unathi to bask during off-hours. There are also frequent festivals, singing concerts, and food carnivals, with the Unathi population almost infamous for how eagerly they invite other levels on the local use-nets. Hardy desert plants are tended to on this level.&lt;br /&gt;
&lt;br /&gt;
The temperature of the level primarily comes from redirecting existing heat from other levels, which includes pumping air directly from the industrial zones through pipes. These pipes have the most meticulous maintenance schedule to ensure they are sealed, as Gladwyn Command do not want a repeat of the “Great Stink of 2588” which required a full scale evacuation of the level for an entire week.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 4 – The Astro-Gardens&#039;&#039;&#039; ==&lt;br /&gt;
Kept a balmy 20C, this level is the most ‘natural’ zone on the Gladwyn. It serves primarily as an ancillary to the life-support system with natural trees and parks accessible to the people and guests of Gladwyn. It is home primarily to Dionae who tend to what can reasonably be considered the galaxy’s largest bonsai garden. A few log-cabins are scattered through the level which can be rented out for a time for people that want to ‘rough it’. There are even two large lakes on the two sides of the level that act as counterweights for the planet&#039;s spin which are used for fishing or other recreation. There are also hydroponic towers that focus on many staple foods and spices for the station’s consumption and export.&lt;br /&gt;
&lt;br /&gt;
The level wasn’t always a positive addition to the Gladwyn – before the arrival of Dionae and their powers of cultivation, the inclusion of large trees was a nightmare as the roots would, over time, cause serious damage to pipes and even force the smallest cracks to become entry-points for roots. The ‘Flood of 2577’ and the cascading disasters that almost pancaked the whole planet were traced back to the roots of a single Silver Maple that had been transplanted erroneously near a lake years’ prior by a well-intentioned botanist.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 5 – Gladwyn Sea&#039;&#039;&#039; ==&lt;br /&gt;
Keeping the space-standard 20C, Level 5 serves as the main reservoir for freshwater. It serves as a series of massive sealed water tanks that ring the entire level. A quarter of the level is kept as an open freshwater sea, with a population of Skrell living underwater or on its surface. There is still a population of humans who are used to ‘island-life’, like the Khanate of Guam. The underwater settlements have amenities suitable for Skrell, while the floating towns have a mix.&lt;br /&gt;
&lt;br /&gt;
Historically there were incidents of hoodlums somehow bypassing the sealed reservoirs or water treatment plants and vandalizing them or worse. Knowledge of hooliganism blew up into a political scandal from the “2566 Asparagus Festival Incident” and the stench coming from water faucets in Level 6. Now each reservoir has a taser turret installed in the accessairlock and anyone found breaking into a tank is arrested and has their face broadcast on the use-net with a signed attestation reading “I PEED IN YOUR DRINKING WATER.” The public shaming remains controversial for some, but highly popular by the affected residents.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Level 6 – Slingshot City&#039;&#039;&#039; ==&lt;br /&gt;
Slingshot City spans the largest of the shells, being the outermost. It would take three days of walking to circumnavigate Slingshot City. Calling it a ‘city’ is almost a misnomer. It’s built like one large town and satellite villages. There is the Downtown with the expected skyscrapers housing the Capitol building for the command staff, the Gladwyn Public Library, and other ‘capital city’ functions. Around that the smaller towns come with all the amenities and expectations of town life. There is a robust mag-lev system and trams that shuttle people around the surface, but beyond that walking is the primary means of travel.&lt;br /&gt;
&lt;br /&gt;
There are all the divisions one would expect in a metropolitan environment, with high class houses with lavish fenced-in lawns, small ‘drive-through’ towns with a seedy motel and dive bar, to everything in-between. The population is very diverse. Anything that your character could experience planet-side can reasonably be encountered here.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;The Dreaded Civics Lesson&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Government&#039;&#039;&#039; ==&lt;br /&gt;
The Command jobs are very similar to the Horizon with their equivalent being a reskin.&lt;br /&gt;
&lt;br /&gt;
By UNIP regulations and to the amusement of its residents, the Gladwyn is legally considered a passenger liner and thus is legally required to have a Captain and traditional command roster. Command is appointed by UNIP authorities who tend to lift the roles from within the Gladwyn population when the previous one retires or transfers.&lt;br /&gt;
&lt;br /&gt;
=== Command Staff ===&lt;br /&gt;
The current Captain of the Gladwyn is &#039;&#039;Zarkir Samra&#039;&#039;, a 44 year old Tajara native to Slingshot City. She is rather stern and impatient as well as being a teetotaler who expects the same from her staff. She has a soft spot for libraries and uses her wealth to patron the Slingshot City Public Library. She also maintains a bounty for rare books that she then donates to the library. &lt;br /&gt;
&lt;br /&gt;
The XO equivalent is the Mayor. The current mayor is the Dionae &#039;&#039;Speaker of the Wayward Lances&#039;&#039;, a recent arrival of just a few years who ran a bar in the Bayside Docks and was known to be personable and a great conversationalist. They are known to stretch the truth to tell a good story. The Mayor position is the only directly elected member of Command.&lt;br /&gt;
&lt;br /&gt;
The Head of Security is the Gladwyn Police Chief. This job is the only Command job appointed by the Mayor. The current Police Chief is &#039;&#039;Ebazer Surru&#039;&#039;, a 55 year old Unathi native of the Desert Oasis. He is very courageous, almost to the point of bravado. He complicates simple situations and is in constant tension with at least one other member of Command. He is a part time wrestler and appears in televised local tournaments. &lt;br /&gt;
&lt;br /&gt;
The Chief Medical Officer is &#039;&#039;Tibaud Johanne&#039;&#039;, a 33 year old human. He was transferred from an administrative role in a UNIP relief operation under mysterious circumstances. He is very slow to trust other people. He is totally oblivious to etiquette and social expectations. However he is considered a savant of medicine and is one of the best doctors in the Spur. He always prioritizes the needs of other people, even to his detriment. He has cultivated an extremely loyal team of doctors and staff.&lt;br /&gt;
&lt;br /&gt;
The Chief Engineer is Araka Dz’an, a 48 year old Tajara native to the Winter Palace. He lost his leg in a freak construction accident at a young age and has a custom golden-plated prosthetic replacement. He is a very materialistic person and dresses in very expensive clothes. Despite his apparent vanity he runs a tight ship and has ruined more than one pair of expensive clothes during crisis repairs - though half of Gladwyn tends to hear about it from his loud complaining to anyone in ear shot. He maintains a bounty for ‘interesting mechs’ and is eager to buy them or unusual modules for them.&lt;br /&gt;
&lt;br /&gt;
The Head of Security is . . . . They are in charge of private security on the docks . . .&lt;br /&gt;
&lt;br /&gt;
The Research Director is the Vaurca Buzz Placeholderton, a XX year old Vaurca. They. . . .&lt;br /&gt;
&lt;br /&gt;
The Operations Manager is Skitter Placeholdmanbug, a XX year old Vaurca. They . . . .&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Main_Page&amp;diff=2528</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Main_Page&amp;diff=2528"/>
		<updated>2024-02-29T01:15:20Z</updated>

		<summary type="html">&lt;p&gt;Marlon: added &amp;quot;The Ship&amp;quot; and &amp;quot;The hub&amp;quot; to Gameplay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;overflow: hidden; position: relative; text-align: center; margin-bottom: 10px; color: #ffffff;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:HeaderPlaceholder.png|link=]]&lt;br /&gt;
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&amp;lt;div style=&amp;quot;background: #121d30aa; display: inline-block; padding: 2em; font-size: 1.2em; line-height: 2em; border-radius: .5em;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;strong style=&amp;quot;font-size: 1.8em;&amp;quot;&amp;gt;Welcome to the New Horizons Wiki!&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;/b&amp;gt;Play&amp;lt;/b&amp;gt; • &amp;lt;b&amp;gt;[[Rules]]&amp;lt;/b&amp;gt; • &amp;lt;b&amp;gt;[https://discord.gg/NZQkEbhgDD Discord]&amp;lt;/b&amp;gt; • &amp;lt;b&amp;gt;[https://github.com/New-Horizontes/New-Horizons GitHub]&amp;lt;/b&amp;gt; • &amp;lt;b&amp;gt;[https://www.mediawiki.org/wiki/Help:Contents Help]&amp;lt;/b&amp;gt;&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = New Players&lt;br /&gt;
 | content    = {{big|Welcome, new players!}} &amp;lt;br&amp;gt; &lt;br /&gt;
Check out the [[Getting Started|guide for new players]] to learn how to play. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{big|Popular Pages}} &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Protectorate Regulations]]&lt;br /&gt;
* [[Guide to Standard Procedure]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = Gameplay&lt;br /&gt;
 | content    = {{big|Gameplay}} &amp;lt;br&amp;gt; &lt;br /&gt;
* [[Community Rules]]&lt;br /&gt;
* [[Server Rules]]&lt;br /&gt;
* [[Jobs]]&lt;br /&gt;
* [[The Ship]]&lt;br /&gt;
*[[The Hub Gladwyn]]&lt;br /&gt;
*[[Lifestyle Expenses]]&lt;br /&gt;
* [[Template:Guides|Guides]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = Sponsor&lt;br /&gt;
 | content    = {{big|UNIP Sponsored by Zaza Skrell}} &amp;lt;br&amp;gt; &lt;br /&gt;
[[File:ZazaSkrell.png|frameless|link=Skrell]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = Major Nations&lt;br /&gt;
 | content    = &amp;lt;div class=&amp;quot;frame-grid-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;grid-column: span 3;&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:UNIPInsignia.png|192x64px|link=United Nations Interstellar Protectorate]] &amp;lt;br&amp;gt; [[United Nations Interstellar Protectorate|United Nations Interstellar Protectorate]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:DominiaInsignia.png|64x64px|link=Empire of Dominia]] &amp;lt;br&amp;gt; [[Empire of Dominia|Empire of Dominia]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:ElyraFlag.png|64x64px|link=Elyra]] &amp;lt;br&amp;gt; [[Republic of Elyra]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:CISInsignia.png|64x64px|link=Confederation of Independent Systems]] &amp;lt;br&amp;gt; [[Confederation of Independent Systems|Confederation&amp;lt;br&amp;gt;of Independent&amp;lt;br&amp;gt;Systems]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:UPPFlag.png|64x64px|link=Union of Progressive Peoples]] &amp;lt;br&amp;gt; [[Union of Progressive Peoples|Union of&amp;lt;br&amp;gt;Progressive&amp;lt;br&amp;gt;Peoples]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = Corporations and Organisations&lt;br /&gt;
 | content    = &amp;lt;div class=&amp;quot;frame-grid-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:CharonLogo_wordless.png|64x64px|link=Charon Shipping Services]] &amp;lt;br&amp;gt; [[Charon Shipping Services|Charon&amp;lt;br&amp;gt;Shipping&amp;lt;br&amp;gt;Services]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Hephaestuslogo4.png|64x64px|link=Hephaestus Industries]] &amp;lt;br&amp;gt; [[Hephaestus Industries|Hepha&amp;lt;wbr&amp;gt;estus&amp;lt;br&amp;gt;Indus&amp;lt;wbr&amp;gt;tries]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:II-teal.png|64x64px|link=Idris Incorporated]] &amp;lt;br&amp;gt; [[Idris Incorporated|Idris&amp;lt;br&amp;gt;Incorpo&amp;lt;wbr&amp;gt;rated]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:NanotrasenLogo.png|64x64px|link=NanoTrasen]] &amp;lt;br&amp;gt; [[NanoTrasen]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:OSS wordless.png|64x64px|link=Office of Special Services]] &amp;lt;br&amp;gt; [[Office of Special Services|Office of&amp;lt;br&amp;gt;Special&amp;lt;br&amp;gt;Services]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Zavodskoi Interestellar.png|64x64px|link=Zavodskoi Inter&amp;lt;wbr&amp;gt;stellar]] &amp;lt;br&amp;gt; [[Zavodskoi Interstellar|Zavodskoi&amp;lt;br&amp;gt;Inter&amp;lt;wbr&amp;gt;stellar]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:ZH-bordered.png|64x64px|link=Zeng-Hu Pharmaceuticals]] &amp;lt;br&amp;gt; [[Zeng-Hu Pharmaceuticals|Zeng-Hu Pharma&amp;lt;wbr&amp;gt;ceuticals]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = Playable Aliens&lt;br /&gt;
 | content    = &amp;lt;div class=&amp;quot;frame-grid-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Skrell_single.png|x96px|class=nn|link=Skrell]] &amp;lt;br&amp;gt; [[Skrell]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Unathi_single.png|x96px|class=nn|link=Unathi]] &amp;lt;br&amp;gt; [[Unathi]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Tajara_single.png|x96px|class=nn|link=Tajara]] &amp;lt;br&amp;gt; [[Tajara]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Vaurca_single.png|x96px|class=nn|link=Vaurca]] &amp;lt;br&amp;gt; [[Vaurca]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Dionae_single.png|x96px|class=nn|link=Dionae]] &amp;lt;br&amp;gt; [[Dionae]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:IPC_single.png|class=nn|x96px|link=IPC]] &amp;lt;br&amp;gt; [[IPC]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Pluto&amp;diff=2514</id>
		<title>Pluto</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Pluto&amp;diff=2514"/>
		<updated>2024-02-24T06:04:56Z</updated>

		<summary type="html">&lt;p&gt;Marlon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;We are so lucky to live in such enlightened times. Pluto is ascendant in its culture and economy, and the other worlds of the Solar System – if not the galaxy itself – gaze upon us with envy and jealousy. And we know these can make someone delusional; the galaxy might insist Pluto is just an insignificant dwarf planet, wasn’t even a real planet until not-too-long ago, and that its claim to speak for the Kuiper belt are patently on-its-face false – but these observations stem from someone so blinded by Pluto’s splendor that they don’t know any better. So it’s our job to show them the error of their ways. Our detractors are best defeated by never letting them see us lose our dignity – so we’ll keep our chins up, our shirts tucked in, and go show those Jupiter-loving terrestrials what Pluto is made of!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A member of the [[United Nations Interstellar Protectorate]], Pluto is a water world with its core kept semi-molten and magnetized by a series of pipes that bring down waste heat from the sprawling reactors on the surface. Despite a lack of sunlight, its Great Pluto Sea is a balmy 15C near the surface due to radiator farms pumping heat into the surface. Things get colder closer to the core before suddenly heating up again; the layers of hot and cold create ocean currents and tides, with huge underwater icebergs acting as underwater cruise ships and vacation spots accessible by submarine or elevators.&lt;br /&gt;
&lt;br /&gt;
One of the last bodies in the Sol System to be colonized, mining rights of the then-asteroid of Pluto were purchased at a bargain-bin price by the upstart &amp;quot;Evergreen Express&amp;quot; courier company. The plan was for an elaborate tax-write off scheme for companies owning no-value asteroids. Its primarily Off-worlder population later won its independence and membership in UNIP through a similarly elaborate political and legal scheme that saw Pluto recognized once again as a full planet.&lt;br /&gt;
&lt;br /&gt;
The star nation known as Elyra has long since ‘acquired’ the mega-corp that was once the Evergreen Express and is now Charon Shipping Service. Reactions from Plutoids are a mix between &#039;they never cared about Pluto if they were going to be bought out&#039;, to even &#039;they got us where we needed to be and served their purpose’, or general apathy.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Kuiper City&#039;&#039;&#039; =&lt;br /&gt;
Its single large settlement of Kuiper City is a sprawling, floating urban center of just under two million people. The city is tourist-trap that caters to off-worlders, providing a &amp;quot;Mediterranean Beach Vacation&amp;quot; with luxurious amenities for off-worlders far from the punishing, or even dangerous, gravity of the terrestrial planets. The rest of Pluto is dotted with floating or underwater villages that cater to particular local tourist attractions or hydroponic towns to feed the locals.&lt;br /&gt;
&lt;br /&gt;
The off-worlder inhabitants of Pluto have a famous superiority complex. To its local inhabitants, Pluto is the center of human space, the galaxy, or even the universe; it is only a matter of time until they are able to assert their destiny and rule the galaxy. This superiority complex typically comes from the cultural smugness over getting Pluto recognized as a planet over a century ago, and the baggage of the Plutoid Renaissance.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Plutoid Renaissance&#039;&#039;&#039; =&lt;br /&gt;
The Plutoid Renaissance was a unique marketing campaign that succeeded beyond its framers wildest dreams and grew wildly out of their control. The campaign was presenting Pluto as the king of the &amp;quot;New Olympus&amp;quot;, with the moons of Styx, Nix, Kerberos, and Hydra forming the pantheon revolving around Pluto, King of the Kuiper Belt. It was a gimmick revolving around the theme of the names all being classical gods, meant to draw tourists and attention. In a unique cultural moment it collided with a genuine &amp;quot;Hellenistic Revival Movement&amp;quot; who immediately jumped on it. Pluto was suddenly swamped by eager, sincere and extremely wealthy believers. Kuiper City&#039;s leaders were awkwardly strung along, not wanting to alienate the new arrivals and the wealth they were injecting into the city. And now, after several generations of cultural osmosis, the line between &amp;quot;marketing&amp;quot; and &amp;quot;sincere spiritual belief&amp;quot; is an extremely blurry one. Almost two-thirds of native-born Plutoids identify as a worshiper of at least one of the five gods of the Kuiper Pantheon, but anecdotal observations from many outsiders seem to imply most of this is more of a cultural tradition than an absolute sincere belief that Pluto and its moons are deified - but, of course, where the line is drawn is impossible to tell - especially with how genuine and over-the-top the Plutoid baseline is.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Plutoid Pantheon&#039;&#039;&#039; ==&lt;br /&gt;
The pantheon of the Plutoid revolves around the God Pluto and his ancient war against his brother and former king of the solar system: Jupiter. Pluto rallied the gods of the Kuiper belt in a rebellion while Jupiter rallied his &amp;quot;Titans&amp;quot; - the terrestrial planets of the inner solar system such as Mars, Earth, etc. Pluto succeeded in the rebellion and dethroned Jupiter, becoming the undisputed King God of the solar system.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Major Gods&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Pluto&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; King of ice, family, justice, and King of the Gods. He is prayed to in matters of important decisions or political decisions. He is patron of leaders and adventurers.&lt;br /&gt;
# &#039;&#039;&#039;Styx –&#039;&#039;&#039; Goddess of healing and all water, including the seas and oceans. She is prayed to for matters of health and growth. She is the patron of priests, botanists, and doctors.&lt;br /&gt;
# &#039;&#039;&#039;Nix –&#039;&#039;&#039; God and personification of darkness and the chaos of the Kuiper belt. He is prayed to for safe passage on space voyages and is patron of space pilots, miners, and couriers.&lt;br /&gt;
# &#039;&#039;&#039;Kerberos –&#039;&#039;&#039; Goddess of knowledge and libraries. She is prayed to in rituals for the advancement of knowledge or divination of truths. She is patron of scientists, students, and apprentices.&lt;br /&gt;
# &#039;&#039;&#039;Hydra –&#039;&#039;&#039; God of trade and construction. He is prayed to for rituals of prosperity. He is patron of merchants, service workers, and engineers.&lt;br /&gt;
# &#039;&#039;&#039;Neptune –&#039;&#039;&#039; Son of Pluto and Styx, guardian against Jupiter and his Titans. Neptune&#039;s orbit is considered the border between the &#039;Jupiter Lovers&#039; and the &#039;surface world&#039; of the Kuiper belt. He is prayed to for safety and security, or victory against an enemy. He is patron of peacekeepers, law enforcement, and the twelve members of the Plutoid Navy and its single unarmed refurbished courier ship.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Jupiter &amp;amp; His Terrestrial Titans&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sol –&#039;&#039;&#039; Titan of the Sun, who was defeated by Nix. This reflects the miniscule size and influence of the sun for Kupier belt residents.&lt;br /&gt;
* &#039;&#039;&#039;Mercury –&#039;&#039;&#039; Titan of fire, defeated by Styx. He is depicted as a hot-head whose fiery temper was doused by Styx&#039; waters.&lt;br /&gt;
* &#039;&#039;&#039;Venus –&#039;&#039;&#039; Titan of poison, defeated by Styx. She is depicted as good-intentioned but noxious to whatever she touches - like a Medusa meets King Midas.&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; Titan of Terra, defeated by Hydra. She was the fiercest Titan of Jupiter and is cast as a trickster deity, constantly scheming to usurp Pluto. She remains thwarted by the guile of Hydra.&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; Titan of War, defeated by Kerberos. He is depicted as a warmongering madman who is kept contained by Kerberos constantly outmaneuvering him.&lt;br /&gt;
* &#039;&#039;&#039;Jupiter&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; Fallen and cruel King of the solar system, defeated by Pluto. He is depicted as capricious in defeat, constantly popping more minor children - the moons of Jupiter - out of his forehead to try and overwhelm the Kupier gods.&lt;br /&gt;
* &#039;&#039;&#039;Saturn&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; Wife of Jupiter and mother of the evil Terrestrial Titans, defeated by Pluto.&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; Son of Jupiter and Saturn. Depicted as completely superfluous and uninteresting.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Pluto and the Solar System&#039;&#039;&#039; =&lt;br /&gt;
Pluto considers itself the head of the “Kuiper League”, a so-called union of Pluto, its moons, and &#039;&#039;&#039;all&#039;&#039;&#039; other inhabited bodies of the Kuiper belt which Pluto claims is the political, economic, and cultural center of human civilization. Four times a year, with extravagant pomp and circumstance, Plutoid envoys, priests, and Kuiper City leaders travel the Kuiper Belt and visit their so-called fellow league members to ask for tribute, trade, and discuss “affairs of the realm”. The procession is met with a wide variety of responses running the gambit of how much this affair is indulged. The event is considered a holy ritual by true believers, a political masterstroke by moderates, and a fascinating spectacle to follow by everyone else. Some Kupier settlements, like Orcus, welcome the arrival and indulge in the pomp and circumstance because of the sudden influx of tourists boosting the otherwise tiny settlement’s economy and a genuine interest in having relations with other Kuiper settlements. Other Kupier settlements like Sedna bristle at the notion and bolt the airlocks of the settlement to physically block the entry of the Plutoids.&lt;br /&gt;
&lt;br /&gt;
Pluto has also decreed that all dwarf planets in the Kuiper Belt are sacred and not to be desecrated by mega-corporation mining operations. Strongly worded letters and threats of economic sanction from the “Kuiper League” nearly always fall flat on their face, and Pluto quietly and hastily de-canonizes the godhood of a dwarf planet that has been desecrated by a mega-corporation.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Playing a Plutoid&#039;&#039;&#039; =&lt;br /&gt;
A Plutoid fully brought-into the culture may carry themselves with pomp and circumstance. You are the cream of the crop and all good fortune and wealth isn’t owed to you but simply flows into your arms as naturally as fish follow a river. You worship the gods diligently whenever appropriate, paying homage to the proper one in the proper times. Any bad luck or ill omens must be the result of scheming Titans and their devilish Gaia or her evil father Jupiter.&lt;br /&gt;
&lt;br /&gt;
A Plutoid that’s more skeptical of the culture may still carry some cultural baggage from your upbringing. You may not literally think Pluto is a God nor the center of the galaxy, but all this HAS to come from SOMEWHERE, right? You may think you’re still rather important in the grand scheme of things, but carry yourself with a more muted demeanor. You might not break out with a whole ritual when appropriate, but mumble a quiet prayer of thanks to the right deity if you think someone is watching – or if you think no one is watching. Or even if you don’t pray or participate in rituals, maybe you still hold a cultural importance to the shrines and gods and would still be respectful to any priests or fellow worshippers, or at least get defensive if someone riffs on the Plutoid pantheon.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Lifestyle_Expenses&amp;diff=2513</id>
		<title>Lifestyle Expenses</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Lifestyle_Expenses&amp;diff=2513"/>
		<updated>2024-02-24T06:01:25Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Rules of Thumb For Living on The Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is a metric to weigh the expectations of characters (both player and npc). A character set to &amp;quot;wealthy&amp;quot; will react very differently to having to bunk in a lower-class room than that of a destitute crewman.&lt;br /&gt;
&lt;br /&gt;
The wealth level covers all of your earthly needs and access to luxuries, and governs your access to the different quarters available to crew.&lt;br /&gt;
&lt;br /&gt;
If there is a disparity in your wealth and available funds at round-start, this may be due to all of your wealth going to maintaining your lifestyle, debts or expenses not covered by the following guide, or any other reason from your own backstory.&lt;br /&gt;
&lt;br /&gt;
= Residential levels =&lt;br /&gt;
There are five levels to the ship&#039;s residential deck, which can be accessed by elevator, stairs, or other means. These are where your character is presumed to be whenever they are not currently in-round. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wealthy - Celestial Suites&#039;&#039;&#039; ==&lt;br /&gt;
The upper echelons of the spaceship feature the Celestial Suites, luxurious private chambers outfitted with state-of-the-art technology. These opulent quarters boast personal AI assistants, zero-gravity relaxation pods, and access to exclusive virtual-reality entertainment. Each Celestial Suite is practically an entire terrestrial house, with possible ‘upstairs’ and ‘downstairs’, a full kitchen suite, a private dining room, and two Holo-Rooms that can be toggled to be anything from a home theater, a smoking lounge, a bar, a guest room, a sunny beach, or any set from over a hundred programmed possibilities. In many situations Service &amp;amp; Civilian staff may also split their time acting as servants for occupants of Celestial Suites. Climate control ranges from 0C to 40C.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Celestial Suites tend to be &#039;&#039;&#039;Command staff, Medical Doctors, Scientists, and VIP visitors.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Well-Off - Galactic Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Galactic Cabins offer spacious and comfortable living quarters. They include advanced climate control, customizable lighting, and high-quality furnishings. They tend to have a small, one to two private bedrooms, a small kitchen, and a small living-room. Galactic Cabins also feature a single holo-room that can be toggled between a dining room or a small outdoor park. Climate control ranges from 0C to 40C.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Galactic Cabins tend to be &#039;&#039;&#039;Bridge Crew, Pharmacists, Security, and Engineering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Average - Nebula Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Nebula Cabins cater to the average spacefarer. These rooms provide practical and functional living with standard amenities. Nebula Cabins offer a balance between comfort and affordability, featuring compact one to two bedrooms connected to a small living-room and a small kitchenette with a mini-fridge. Recreation for Nebula Cabin residents are communal, with the rent covering access to the level’s communal kitchen and dining room, gym, and other recreational areas. Climate control ranges from 18C to 22C&lt;br /&gt;
&lt;br /&gt;
Crew that live in Nebula Cabins tend to be &#039;&#039;&#039;First Responders and Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Poor - Cosmic Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Cosmic Cabins house those facing economic hardship. These quarters prioritize functionality over extravagance, providing essential amenities and shared facilities to those on a tight budget. They consist of a single room with space for two beds, two chairs, a night-stand, and a dresser. Microwaves and other cooking appliances are forbidden in the Cosmic Cabins and all food must be purchased from the floor’s dining room. Climate control is locked to 20C across the level.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Cosmic Corridors tend to be &#039;&#039;&#039;Interns &amp;amp; Apprentices, Civilian &amp;amp; Service.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Destitute - Void Bunks&#039;&#039;&#039; ==&lt;br /&gt;
For those on the brink of survival, the Void Bunks represent the bare minimum within the depths of the ship’s bottom deck maintenance tunnels. Its quarters remain officially offered, but rules and regulations are rarely, if ever, enforced. These shared sleeping quarters were retrofitted from maintenance closets and offer little more than one or two bunk beds and communal washrooms. The floor is bare steel. The “official” amenities and services are realistically empty rooms, and its occupants often must make ad hoc and ‘gray market’ shops, often out of their own rooms. There are little to no security cameras and security only sweeps the Void Bunks when its occupants have somehow drawn the ire of the ship’s command structure. Climate control is utterly lacking, and heat from the engines radiating through the level creates a wildly fluctuating temperature anywhere from -50C to 50C.&lt;br /&gt;
Crew that live in the Void Bunks tend to be &#039;&#039;&#039;Interns &amp;amp; Apprentices, Civilian &amp;amp; Service, Stow-aways, and others that fell on financial destitution.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Rules of Thumb For Living on The Ship =&lt;br /&gt;
&lt;br /&gt;
* Pets are allowed aboard the ship, however, it must be reasonable. Animals similar in size to a cat, or a small dog, would be reasonable. An animal such as a [[Tajara#Azunal|Nozhata]] would be considered too big to be comfortable within the confines of an employees cabin. The Void Bunk, being loosely or never enforced, can get away with hosting animal pens and livestock - a handful of black market abattoirs exist&#039;&#039;&#039;.&#039;&#039;&#039; Celestial Suite residents can also use their substantial wealth to get a waiver on keeping large or unusual livestock in their cabins.&lt;br /&gt;
&lt;br /&gt;
* Children, and/or being with child are required to take place &#039;&#039;&#039;out-of-round&#039;&#039;&#039;. While accommodations exist,they are &#039;&#039;&#039;exclusively&#039;&#039;&#039; in the residential decks. Characters who are expecting are given a leave from duty for generous maternity leave and must not board for a round during their term. Advanced Zeng-Hu Pharmaceuticals medical technology can allow you to rapidly speed up the development if you want to shelve the character for the duration but not for a whole 9-irl months.&lt;br /&gt;
&lt;br /&gt;
* Though the ship has an internal relay, it lacks an extra-net connection when deployed outside civilized space. Most messages to and from the ship come from Courier Shuttles holding electronic or physical mail. When docked at a port the ship connects to the local media services.&lt;br /&gt;
&lt;br /&gt;
* Privately-owned firearms are not allowed aboard the ship except for those given one for their job. You are allowed to purchase a weapon from a merchant and keep it if you submit it to be modified to be nonfunctional and purely decorative. The Void Bunk level often has a semi-active black market for small caliber weapons and its occupants are known to be regularly armed.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Pluto&amp;diff=2512</id>
		<title>Pluto</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Pluto&amp;diff=2512"/>
		<updated>2024-02-24T05:55:47Z</updated>

		<summary type="html">&lt;p&gt;Marlon: Created page with &amp;quot;&amp;#039;&amp;#039;We are so lucky to live in such enlightened times. Pluto is ascendant in its culture and economy, and the other worlds of the Solar System – if not the galaxy itself – gaze upon us with envy and jealousy. And we know these can make someone delusional; the galaxy might insist Pluto is just an insignificant dwarf planet, wasn’t even a real planet until not-too-long ago, and that its claim to speak for the Kuiper belt are patently on-its-face false – but these obs...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;We are so lucky to live in such enlightened times. Pluto is ascendant in its culture and economy, and the other worlds of the Solar System – if not the galaxy itself – gaze upon us with envy and jealousy. And we know these can make someone delusional; the galaxy might insist Pluto is just an insignificant dwarf planet, wasn’t even a real planet until not-too-long ago, and that its claim to speak for the Kuiper belt are patently on-its-face false – but these observations stem from someone so blinded by Pluto’s splendor that they don’t know any better. So it’s our job to show them the error of their ways. Our detractors are best defeated by never letting them see us lose our dignity – so we’ll keep our chins up, our shirts tucked in, and go show those Jupiter-loving terrestrials what Pluto is made of!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pluto is a water world with its core kept semi-molten and magnetized by a series of pipes that bring down waste heat from the sprawling reactors on the surface. Despite a lack of sunlight, its Great Pluto Sea is a balmy 15C near the surface due to radiator farms pumping heat into the surface. Things get colder closer to the core before suddenly heating up again; the layers of hot and cold create ocean currents and tides, with huge underwater icebergs acting as underwater cruise ships and vacation spots accessible by submarine or elevators.&lt;br /&gt;
&lt;br /&gt;
One of the last bodies in the Sol System to be colonized, mining rights of the then-asteroid of Pluto were purchased at a bargain-bin price by the upstart &amp;quot;Evergreen Express&amp;quot; courier company. The plan was for an elaborate tax-write off scheme for companies owning no-value asteroids. Its primarily Off-worlder population later won its independence and membership in UNIP through a similarly elaborate political and legal scheme that saw Pluto recognized once again as a full planet.&lt;br /&gt;
&lt;br /&gt;
The star nation known as Elyra has long since ‘acquired’ the mega-corp that was once the Evergreen Express and is now Charon Shipping Service. Reactions from Plutoids are a mix between &#039;they never cared about Pluto if they were going to be bought out&#039;, to even &#039;they got us where we needed to be and served their purpose’, or general apathy.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Kuiper City&#039;&#039;&#039; =&lt;br /&gt;
Its single large settlement of Kuiper City is a sprawling, floating urban center of just under two million people. The city is tourist-trap that caters to off-worlders, providing a &amp;quot;Mediterranean Beach Vacation&amp;quot; with luxurious amenities for off-worlders far from the punishing, or even dangerous, gravity of the terrestrial planets. The rest of Pluto is dotted with floating or underwater villages that cater to particular local tourist attractions or hydroponic towns to feed the locals.&lt;br /&gt;
&lt;br /&gt;
The off-worlder inhabitants of Pluto have a famous superiority complex. To its local inhabitants, Pluto is the center of human space, the galaxy, or even the universe; it is only a matter of time until they are able to assert their destiny and rule the galaxy. This superiority complex typically comes from the cultural smugness over getting Pluto recognized as a planet over a century ago, and the baggage of the Plutoid Renaissance.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Plutoid Renaissance&#039;&#039;&#039; =&lt;br /&gt;
The Plutoid Renaissance was a unique marketing campaign that succeeded beyond its framers wildest dreams and grew wildly out of their control. The campaign was presenting Pluto as the king of the &amp;quot;New Olympus&amp;quot;, with the moons of Styx, Nix, Kerberos, and Hydra forming the pantheon revolving around Pluto, King of the Kuiper Belt. It was a gimmick revolving around the theme of the names all being classical gods, meant to draw tourists and attention. In a unique cultural moment it collided with a genuine &amp;quot;Hellenistic Revival Movement&amp;quot; who immediately jumped on it. Pluto was suddenly swamped by eager, sincere and extremely wealthy believers. Kuiper City&#039;s leaders were awkwardly strung along, not wanting to alienate the new arrivals and the wealth they were injecting into the city. And now, after several generations of cultural osmosis, the line between &amp;quot;marketing&amp;quot; and &amp;quot;sincere spiritual belief&amp;quot; is an extremely blurry one. Almost two-thirds of native-born Plutoids identify as a worshiper of at least one of the five gods of the Kuiper Pantheon, but anecdotal observations from many outsiders seem to imply most of this is more of a cultural tradition than an absolute sincere belief that Pluto and its moons are deified - but, of course, where the line is drawn is impossible to tell - especially with how genuine and over-the-top the Plutoid baseline is.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Plutoid Pantheon&#039;&#039;&#039; ==&lt;br /&gt;
The pantheon of the Plutoid revolves around the God Pluto and his ancient war against his brother and former king of the solar system: Jupiter. Pluto rallied the gods of the Kuiper belt in a rebellion while Jupiter rallied his &amp;quot;Titans&amp;quot; - the terrestrial planets of the inner solar system such as Mars, Earth, etc. Pluto succeeded in the rebellion and dethroned Jupiter, becoming the undisputed King God of the solar system.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Major Gods&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Pluto&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; King of ice, family, justice, and King of the Gods. He is prayed to in matters of important decisions or political decisions. He is patron of leaders and adventurers.&lt;br /&gt;
# &#039;&#039;&#039;Styx –&#039;&#039;&#039; Goddess of healing and all water, including the seas and oceans. She is prayed to for matters of health and growth. She is the patron of priests, botanists, and doctors.&lt;br /&gt;
# &#039;&#039;&#039;Nix –&#039;&#039;&#039; God and personification of darkness and the chaos of the Kuiper belt. He is prayed to for safe passage on space voyages and is patron of space pilots, miners, and couriers.&lt;br /&gt;
# &#039;&#039;&#039;Kerberos –&#039;&#039;&#039; Goddess of knowledge and libraries. She is prayed to in rituals for the advancement of knowledge or divination of truths. She is patron of scientists, students, and apprentices.&lt;br /&gt;
# &#039;&#039;&#039;Hydra –&#039;&#039;&#039; God of trade and construction. He is prayed to for rituals of prosperity. He is patron of merchants, service workers, and engineers.&lt;br /&gt;
# &#039;&#039;&#039;Neptune –&#039;&#039;&#039; Son of Pluto and Styx, guardian against Jupiter and his Titans. Neptune&#039;s orbit is considered the border between the &#039;Jupiter Lovers&#039; and the &#039;surface world&#039; of the Kuiper belt. He is prayed to for safety and security, or victory against an enemy. He is patron of peacekeepers, law enforcement, and the twelve members of the Plutoid Navy and its single unarmed refurbished courier ship.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Jupiter &amp;amp; His Terrestrial Titans&#039;&#039;&#039; ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Sol –&#039;&#039;&#039; Titan of the Sun, who was defeated by Nix. This reflects the miniscule size and influence of the sun for Kupier belt residents.&lt;br /&gt;
* &#039;&#039;&#039;Mercury –&#039;&#039;&#039; Titan of fire, defeated by Styx. He is depicted as a hot-head whose fiery temper was doused by Styx&#039; waters.&lt;br /&gt;
* &#039;&#039;&#039;Venus –&#039;&#039;&#039; Titan of poison, defeated by Styx. She is depicted as good-intentioned but noxious to whatever she touches - like a Medusa meets King Midas.&lt;br /&gt;
* &#039;&#039;&#039;Gaia&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; Titan of Terra, defeated by Hydra. She was the fiercest Titan of Jupiter and is cast as a trickster deity, constantly scheming to usurp Pluto. She remains thwarted by the guile of Hydra.&lt;br /&gt;
* &#039;&#039;&#039;Mars&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; Titan of War, defeated by Kerberos. He is depicted as a warmongering madman who is kept contained by Kerberos constantly outmaneuvering him.&lt;br /&gt;
* &#039;&#039;&#039;Jupiter&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; Fallen and cruel King of the solar system, defeated by Pluto. He is depicted as capricious in defeat, constantly popping more minor children - the moons of Jupiter - out of his forehead to try and overwhelm the Kupier gods.&lt;br /&gt;
* &#039;&#039;&#039;Saturn&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; Wife of Jupiter and mother of the evil Terrestrial Titans, defeated by Pluto.&lt;br /&gt;
* &#039;&#039;&#039;Uranus&#039;&#039;&#039; &#039;&#039;&#039;–&#039;&#039;&#039; Son of Jupiter and Saturn. Depicted as completely superfluous and uninteresting.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Pluto and the Solar System&#039;&#039;&#039; =&lt;br /&gt;
Pluto considers itself the head of the “Kuiper League”, a so-called union of Pluto, its moons, and &#039;&#039;&#039;all&#039;&#039;&#039; other inhabited bodies of the Kuiper belt which Pluto claims is the political, economic, and cultural center of human civilization. Four times a year, with extravagant pomp and circumstance, Plutoid envoys, priests, and Kuiper City leaders travel the Kuiper Belt and visit their so-called fellow league members to ask for tribute, trade, and discuss “affairs of the realm”. The procession is met with a wide variety of responses running the gambit of how much this affair is indulged. The event is considered a holy ritual by true believers, a political masterstroke by moderates, and a fascinating spectacle to follow by everyone else. Some Kupier settlements, like Orcus, welcome the arrival and indulge in the pomp and circumstance because of the sudden influx of tourists boosting the otherwise tiny settlement’s economy and a genuine interest in having relations with other Kuiper settlements. Other Kupier settlements like Sedna bristle at the notion and bolt the airlocks of the settlement to physically block the entry of the Plutoids.&lt;br /&gt;
&lt;br /&gt;
Pluto has also decreed that all dwarf planets in the Kuiper Belt are sacred and not to be desecrated by mega-corporation mining operations. Strongly worded letters and threats of economic sanction from the “Kuiper League” nearly always fall flat on their face, and Pluto quietly and hastily de-canonizes the godhood of a dwarf planet that has been desecrated by a mega-corporation.&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Playing a Plutoid&#039;&#039;&#039; =&lt;br /&gt;
A Plutoid fully brought-into the culture may carry themselves with pomp and circumstance. You are the cream of the crop and all good fortune and wealth isn’t owed to you but simply flows into your arms as naturally as fish follow a river. You worship the gods diligently whenever appropriate, paying homage to the proper one in the proper times. Any bad luck or ill omens must be the result of scheming Titans and their devilish Gaia or her evil father Jupiter.&lt;br /&gt;
&lt;br /&gt;
A Plutoid that’s more skeptical of the culture may still carry some cultural baggage from your upbringing. You may not literally think Pluto is a God nor the center of the galaxy, but all this HAS to come from SOMEWHERE, right? You may think you’re still rather important in the grand scheme of things, but carry yourself with a more muted demeanor. You might not break out with a whole ritual when appropriate, but mumble a quiet prayer of thanks to the right deity if you think someone is watching – or if you think no one is watching. Or even if you don’t pray or participate in rituals, maybe you still hold a cultural importance to the shrines and gods and would still be respectful to any priests or fellow worshippers, or at least get defensive if someone riffs on the Plutoid pantheon.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=United_Nations_Interstellar_Protectorate&amp;diff=2511</id>
		<title>United Nations Interstellar Protectorate</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=United_Nations_Interstellar_Protectorate&amp;diff=2511"/>
		<updated>2024-02-24T05:53:22Z</updated>

		<summary type="html">&lt;p&gt;Marlon: pluto&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrgBox|name=United Nations Interstellar Protectorate|image=UNIPInsignia.png|hq=UNIP Headquarters, Nairobi, Earth|motto=Preserving the past.&lt;br /&gt;
Protecting the present.&lt;br /&gt;
Planning for the future.|founded={{Tooltip|text=2201|tooltip=The Protectorate is the latest in a string of organisations declaring lineage to the United Nations. The original UN was founded in 1945, the UN Interplanetary Colonisation Effort in 2097, and the UNIP in 2201.}}|major=|minor=|affiliates=|rivals=}}After generations of stagnation, the United Nations Interstellar Protectorate seeks to venture into the unknown once more and become something greater than merely the birthplace of humankind. Once at risk of fading into meaninglessness, the resurgent Protectorate, sometimes referred to as EarthGov, is a union of worlds centred around Sol. Stemming from an organisation formed to maintain international peace, the responsibilities and the scale at which they operated increased at an almost unmanageable rate as humanity took its first steps into the stars, even to the point where the frontier slipped out of their grasp in order to keep the peace. In the modern day, the Protectorate has resolved to never again let themselves fall behind to that extent, mainly through spearheading new exploration initiatives and revitalising laboratories across their territory. It will require the collective effort of many, but if there is anything the UNIP is known for, it’s bringing disparate groups together for one cause.&lt;br /&gt;
&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
The core systems of the UNIP are as close as one can be to being crowded in interstellar terms. Many worlds alone have populations in the billions and, for the most part, those numbers don’t see any sign of decreasing any time soon. Though its reach has shrunk in the time before its resurgence, the worlds that remain in the Protectorate are among its most loyal members, and are dedicated to its newfound desire to explore the cosmos. There is very little in the way of a unified culture in the Protectorate, and every colony is distinct from the rest in numerous ways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Venus=&lt;br /&gt;
Venus, after the former planet of Mercury, is one of the most mined planets in the Solar System, and its residents mostly dwell in orbit of the planet. Originally a Protectorate mining operation, it was eventually sold to Hephaestus Industries which has only further expanded the ageing outposts. Venusian families are more often than not all employed by Hephaestus and assigned to work on their orbital habitat to ensure daily function, or assigned to the cyclical mining operations on the planet, where every shift must be precisely timed to avoid being boiled alive under the superhot temperatures; death is only held at bay by this precise system and the industrial mining RIGs worn by the miners.  A few Venusians do end up escaping this fate, but most have no choice but to remain. The hellish conditions have made Venus a hotbed for frequent uprisings, but these tensions have cooled for now. Were the situation to escalate beyond Hephaestus’ ability to contain, it is likely the Protectorate will interfere.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Venus plays host to a massive divide between occupational cultures. The common perception of  Venusians abroad frequently focuses on the &amp;quot;Cythereans&amp;quot;, named so due to the Cytherea-class Industrial Habitats that they tend to. They make up the bulk of Hephaestus’ station-side employees, and have taken on a signature accent from the years of techno-jargon commonly spoken in their daily lives. However rough their lives around the hellish planet may seem, they hardly compare to the lives of the “Jintarans”, the miners of Venus clad in their high-temperature adapted “Jintara” Industrial suits. Jintarans often speak in a very clipped and gruff way, which has an unsurprising habit of being off-putting to outsiders.&lt;br /&gt;
&lt;br /&gt;
|-|Earth=&lt;br /&gt;
Perhaps the single most important planet in the Protectorate, Earth is the homeworld of humanity. Most megacorporations originated on Earth, and many still operate from it. The planet is divided up into special zones controlled directly by the Protectorate, as well as independent members. Many parts of the world have been restored thanks to a joint biosphere restoration effort between the Protectorate and Zeng-Hu, but many more regions still bear the scars of earlier times. Terran is often used to talk about a human born on the homeworld, rather than any specific nationality.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Earth also has one natural satellite, Luna, which would be one of the Protectorate’s most powerful colonies were it not for its direct acquisition and administration by EarthGov. While not every Lunarian is wealthy, and a significant working class population exists, much of the moon&#039;s population is stereotyped as being wealthy beyond what most can imagine; owed in no small part to the truth that the first colonists were wealthy Terran families. Many of their descendants still reside in the moon domes. Lunarians are also often stereotyped as haughty, arrogant,incredibly prideful, and constantly brag about their origins on Luna as well as their service to the Protectorate. Culturally, it draws extensively from the Earthbound roots of its settlers, to the point that Luna as a whole feels like just an extension of Earth.&lt;br /&gt;
&lt;br /&gt;
|-|Mars=&lt;br /&gt;
As one of the first colonies, Martians as a people have suffered grievously throughout their history. Mars was once dreamed of as the next planet to fully colonise and then turn green, a utopia in the making where humanity would begin its foray into the stars. It was anything but that. Modern Mars consists of rows and rows of low-income housing stuck under habitational bio-domes; these habitats are more giant slums than anything else. The only orderly domes tend to be the Colony Governor&#039;s own residence and the Martian Militia dome, as well as any corporate branch office. As a result many Martians can be found abroad, wanting to escape their dull and dreary life in search of adventure and a better life out there.&lt;br /&gt;
&lt;br /&gt;
|-|Jupiter=&lt;br /&gt;
While the majority of the orbital facilities surrounding the inhospitable gas giant are refuelling stations or research outposts, all either government or corporate gas refineries, the most prominent is the &amp;quot;Helios&amp;quot; Habitation Dock, once a simple Protectorate dockyard, is now an Idris owned tourist hotspot, supported by the fact that the residential levels of the dock were turned into a luxury hotel overlooking the massive natural wonders of Jupiter, such as the Great Red Spot. And yet, the most impressive of what Jupiter has to offer can be found on its moons.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Callisto&#039;&#039;&#039; was originally considered by Nanotrasen for the prison site that now resides on Ganymede,  but was left discarded in the first years of Jovian colonisation, before being selected to house the first Non-Earthen Telescope facility, the Hubble II, which has resulted in the formation of a large scientific community on this moon.  The rest of the planet is commonly dedicated to mass hydroponics farming, producing a surplus of food that is commonly distributed to all Solar and beyond colonies. The vast underground oceans of Callisto also provide much of the water to the outer reaches of Sol.&lt;br /&gt;
* &#039;&#039;&#039;Ganymede&#039;&#039;&#039; was once considered as a Protectorate port, but its rights were eventually sold to Nanotrasen, who turned the cold moon into a penal mining colony once the Port Ward Installation went online. Nowadays, this cold Jovian moon is one large private penal facility, as well as one of Nanotrasen’s largest electronics manufacturing facilities. Ganymede has built up infamy in Protectorate space as an example of corporate overreach and the dangers of private prisons; even with Nanotrasens PR department doing its best to attempt to smooth it over. The only legacy residents of Ganymede tend to be the Nanotrasen Staff´s own families, in company provided residential habs installed in the outskirts of the facility limits, alongside with other habitational basics to ensure staff rarely leave the planet.&lt;br /&gt;
* &#039;&#039;&#039;Europa&#039;&#039;&#039; has always been of interest to the science community due to the existence of life under its great ice sheets. It wasn&#039;t long before ports and underwater outposts were established, many of the first were purely research sites, but as humanity’s ambition grew Europa saw an increase in habitational stations being built in the vast underground ocean. Nowadays, modern Europa is the most sought out location in the solar system for adventure, with tales of excitement and discovery being common when it comes to the signature nuclear-powered submarines utilised to navigate its treacherous depths. The typical Europan is often deeply superstitious, but eager to chart the unknown.&lt;br /&gt;
|-|Pluto=&lt;br /&gt;
Despite all evidence to the contrary, Pluto boasts cultural and economic ascendancy and draws envy from other celestial bodies. Despite skeptics dismissing it as a dwarf planet, Pluto&#039;s inhabitants, blinded by their world&#039;s splendor, aim to showcase its significance. The water world of Pluto features the floating Kuiper City catering to off-worlders.&lt;br /&gt;
&lt;br /&gt;
The Plutoid Renaissance, a marketing campaign turned religious revival blurred the lines between marketing and spirituality.&lt;br /&gt;
&lt;br /&gt;
More information can be found here: [[Pluto]].&lt;br /&gt;
|-|Eridani=&lt;br /&gt;
The [[Eridani Corporate Alliance]], often referred to as Eridani for short, is a series of relatively independent Solarian worlds that enjoy almost total economic and relative military freedom, through corporations, from the rest of the alliance of states that forms Sol. It is in a 3 caste system, between &amp;quot;Corporates&amp;quot;, also referred to as &amp;quot;Suits&amp;quot;, who are people employed in the corporate ladder of the interests that run the Alliance; the &amp;quot;Dregs&amp;quot;, who are manual labourers and the unemployed, often considered the underdogs and oppressed of the system; and the &amp;quot;Reinstated&amp;quot;, dregs who are in some form of position to potentially become Corporates.&lt;br /&gt;
|-|Tau Ceti=&lt;br /&gt;
The Tau Ceti Special Economic Zone is the home of Nanotrasen, who sought out a system to call their own after being outcompeted in the auctions for Eridani. Though fuelled by envy, this proved to be one of Nanotrasen’s most profitable choices due to the five highly valuable planets in the system. The colonisation efforts for Tau Ceti were a purely Nanotrasen-organised effort, with the third planet of the system, dubbed Biesel, being picked as the primary site, due to its earth-like climate and atmosphere. Nanotrasen’s main headquarters can be found on this colony within the limits of the megacity of Mendell. The planet itself is considered the heart of Nanotrasen’s influence as corporate propaganda finds its way into every aspect of its residents&#039; lives. Even with this overbearing presence, many still claim that it is a constitutional democracy with no corporate influence steering its politics nor government. Such a claim seems ridiculous the moment one takes a closer look at the way Tau Ceti operates.&lt;br /&gt;
&lt;br /&gt;
The second planet from Tau Ceti’s sun is Luthien, a desert planet with a thin, unbreathable atmosphere and small amounts of liquid water located around its cooler poles. Most of its habitation domes and stations are located around these poles, but Luthien itself is far from a residential colony, instead, many of its facilities are dedicated to Nanotrasen testing and research, primarily oriented to weapons testing, or the genetic development of flora and fauna that are able to adapt to extreme environments.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti’s fourth planet, an ice world on the outer edge of the star&#039;s habitable zone, was christened Gibson, named after the original colony ship assigned to colonise the planet. The colonists were assigned in two duty teams for most of the colonisation process, a decision that led to the cultural division of the once united colonists, with the &amp;quot;Surfacers&amp;quot; and the &amp;quot;Undergrounders&amp;quot;, who were responsible for digging underground where the Arcologies and future NT mining complexes would be built. Nowadays, the separation of &amp;quot;Surfacer&amp;quot; and &amp;quot;Undergrounder&amp;quot; is purely cultural but still clearly defined. While the above surface sections are spacious and luxurious, the underground districts of the arcology are connected by stretching tunnels and elevators for transit, as more and more of it connects to the endless mining effort.&lt;br /&gt;
&lt;br /&gt;
|-|New Hai Phong=&lt;br /&gt;
Originally intended to be a Hephaestus mining colony, New Hai Phong has since become one of the industrial centres of the modern Protectorate thanks to massive investment from Hephaestus Industries. Space on New Hai Phong is at a premium, which has led to a communal style of living centred around block families: small organised residential units consisting of several families living in close proximity. This was a living arrangement that was established by its first Southeast Asian colonists, and continued to the present day by a cosmopolitan populace. Corruption is a massive issue on the planet according to reports, and dissent against Hephaestus has been growing in recent years. Respiratory issues plague many residents of New Hai Phong thanks to the harsh environment of the planet brought on by the company&#039;s industrial pollution which is even beginning to affect the planet&#039;s natural freshwater sea. A considerable number of offworlders also reside in this system, most of them staffing Hephaestus’ massive orbital superfactories.&lt;br /&gt;
&lt;br /&gt;
|-|Visegrad=&lt;br /&gt;
Originally slated to become a penal colony, Visegrad was &amp;quot;saved&amp;quot; from this dull fate by the timely intervention of the Office of Special Services, who quickly took interest in the planet for their own reasons. Visegrad was instead turned into what the Office labelled a &amp;quot;rehabilitation world&amp;quot;. The sole colony world to be under direct Protectorate administration and within its own colonial archetype classification, Visegrad was the testing ground for a new form of psychological rehabilitation. The first colonists sent after direct UNIP control were all EarthGov employees, primarily OSS contractors alongside a small peacekeeper force which would serve as the foundation for its future.&lt;br /&gt;
&lt;br /&gt;
The second wave was not as illustrious, hosting a gaggle of EarthGov prisoners that were selected for rehabilitative imprisonment. These criminals were primarily repeat offenders and asylum patients hand picked by the Office. Visegrad was a prison, despite the rebranding, but it had none of the expected installations. Instead of cells, the residents were assigned housing blocks, and instead of a simple yard for outdoor time, the complexes were large swathes of land, walled in by manned and patrolled border walls. It even had basic entertainment and utility buildings that would be common to a regular settlement, as part of this experiment.&lt;br /&gt;
&lt;br /&gt;
Modern Visegrad has seen some success in its tenure, with several &amp;quot;patients&amp;quot; having been given new lives and allowed to leave the planet, most end up staying due to being familiar with the same routine, a form of normalcy, to the point they still live within reach of any new transfers, each facility on the planet&#039;s surface is a community of its own, though many still do leave the planet, glad at last to have made it out.&lt;br /&gt;
&lt;br /&gt;
Visegrad&#039;s society is generally divided between the heavily urbanised compounds that the Contractors and EarthGov staff live in, many of who bring their families along due to the long-term assignments to the planet, and rural rehabilitation facility patients. Visegradi are often stereotyped as either gloomy and distrustful people or as cheerful and calm individuals, owing to the planet&#039;s residential source as a prison colony in all but name, and a history of intrusive government observation programs. Visegradi culture additionally has a heavy emphasis on luck and fatalism, along with a general distrust towards psionics due to rumours, even if unproven, circulating of their usage as part of the rehabilitation program, and many that go abroad bring their superstitions with them. Visegradi travelling abroad are mostly OSS employees sent out for the purpose of fulfilling their enigmatic objectives.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The history of the United Nations starts years before humanity would take to the stars, but the events that would pave the way for its transformation into the Protectorate would begin in the 21st century. Like most of the planet, the UN was severely impacted by a massive solar flare in 2012. This event caused not only physical effects, such as when the expansion of the Earth’s upper atmosphere led to satellites falling out of the sky all over the world, but knocked humanity’s technological base back considerably. Decades worth of accumulated data were wiped out in mere moments, the infrastructure behind manufacturing, transport, and communication was rendered non-functional, and nearly every corporation dissolved overnight. Many nations found their borders shrinking as it became impossible to exert influence in some areas. Despite the efforts made to recover from this disaster, it seemed like the world was slipping further into chaos no matter how much was tried. This time would eventually pass as the years went by, though the borders and global balance of power would remain fundamentally altered.&lt;br /&gt;
&lt;br /&gt;
Unsurprisingly, the United Nations struggled to remain afloat. As communication and transportation were slowed, the organisation informally split into several groups centered around pre existing facilities, with the hope of reunifying at a later date. This time would come in the 2060s, when the world was at about the technological level of the mid-20th century. The now-reformed UN would take on a more proactive role, supporting further advancements, defusing conflicts before they can start, and in some cases taking indefinite control of regions that were still experiencing a complete lack of authority. It was only in 2093, when they decisively defused a conflict that threatened to drag much of the world into a long and bloody war, that public confidence in the UN truly soared. It would not just become a mediator, but also entrusted with more authority for the sake of keeping the peace in those troubled times. Earth would soar to new heights under the UN’s watch yet through it all, there was still one desire left unfulfilled. Years of seeing the night sky in all its wonder had instilled in many the dream of seeing what else lay out there, but no nation found itself with the ability to do more than launch satellites. In response, the UN would form the United Nations Interplanetary Colonisation Effort, an organisation designed to bring together resources and manpower from around the world. They would go on to establish the first Lunar settlement in 2104, followed by the first Martian colony in 2125. This pattern of expanding across Sol would go largely uninterrupted until 2189, when the unexpected happened.&lt;br /&gt;
&lt;br /&gt;
A mistake made in a routine scientific experiment proved to the scientific community that there was a way to breach lightspeed, and a practical warp drive was developed not long after. As soon as it was publicised, talk of extrasolar colonisation seemed to dominate the airwaves, and the relevant industries started to buckle under the skyrocketing demand for their goods. The first missions to survey and settle uncharted systems began in the 2190’s, missions that never had any shortage of volunteers from every corner of the world. The UN-ICE continued to maintain its role in organising and supporting these projects, but it was quickly becoming apparent that this work was becoming too great for them to handle. And so, as the 23rd century dawned, it was decided to completely restructure the United Nations for this new era. In its place was formed the United Nations Interstellar Protectorate. Not only would it lead the way in coordinating the expansion of humanity across the stars, but it would also hold much more influence over the nations of Earth and even supplanted some of their oldest institutions.&lt;br /&gt;
&lt;br /&gt;
For many decades, humanity was in a veritable golden age of exploration. New discoveries were made seemingly every day, and the core worlds were more prosperous than ever. As the century progressed, the dream began to fade. A series of high-profile failures eroded public confidence in further expansion, and a major economic recession in the 2260’s ensured not even private interests could establish their own missions. Several frontier worlds either lost contact or deliberately severed connections to the Protectorate. Rather than risk a costly interstellar war, these systems were able to go their own way, furthering the Protectorate’s own economic troubles. The fall would eventually be halted, but the stagnation would continue on for centuries. Corporations would take on a much larger role in this time period, effectively eliminating the grey area the special economic zones were in legally. Their reach would massively expand, and massive projects such as Hephaestus’ strip mining of Mercury would become emblematic of their excesses. This era would also be defined by first contact with the Skrell in 2460, a relationship that began warmly and has only improved over time. The Protectorate still ultimately remained inwardly focused during much of the subsequent century, but as with all things, that would not last.&lt;br /&gt;
&lt;br /&gt;
Some time in the early 2580’s, a social movement began to spring up with the claim that the Protectorate was going to be locked out of the frontier by the other nations of the Spur, that they would be relegated to a mere relic of history. The voices that took up this cause were few and far between at first, but by leveraging the anxieties many felt, it spread like wildfire, before eventually making its way into the most influential circles of the Protectorate. Almost at once, the exploration craze that had defined the 2200’s had returned. Interest in the sciences was at an all-time high, old exploration craft were brought out of storage and given new life, and the Protectorate seemed to have finally reawakened. The Spur of today is not the same as it was back then, and the Protectorate has to navigate an even more varied web of interests to accomplish its goals. Whatever consequences their efforts hold remain unknown, but this will do little to stop the Protectorate’s march into the future.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Though its powers have increased far beyond what any of its founders could have imagined, the UNIP as an organisation is still quite limited compared to a “true” nation. Outside of a select few worlds, as well as a handful of regions on Earth, the Protectorate does not directly hold any territory. However, the Protectorate maintains an extensive presence on any member world that, while not directly in control of the colony, does grant the Protectorate considerable influence. Potential colonies that choose to remain in the Protectorate are given a boost in funding, as well as the promise to establish facilities providing for basic needs, infrastructure, and defence. In exchange, colonial governments are required to abide by certain rules protecting the freedom and dignity of their populace for as long as they rely on the aforementioned services, under threat of having all control indefinitely transferred to the Protectorate itself. This provision also applies to colonies undergoing a complete collapse of local authority. Some corporate-controlled systems follow a different, often lighter set of rules due to their status as special economic zones.&lt;br /&gt;
&lt;br /&gt;
The overarching policy of the Protectorate is determined by the General Assembly, which also serves as the main form of representation and the means through which the Chairman-General is elected. These meetings take place at the UNIP Headquarters in Nairobi, a facility that existed before the Flare, though it takes on a much more prevalent role in the modern day. In times past it was able to coordinate the greatest number of members throughout the years of recovery, and now sits not too far away from the recently established space elevator. All member nations and systems are represented here, though extrasolar colonies are only permitted one representative. This has proven to be quite controversial outside of Sol, as each administrative region within Sol itself is granted a representative. Supporters claim that without this system, corporate influence would run amok in the Assembly. No such rules are placed on the other departments and organisations within the Protectorate, but in practice are often led by residents of Sol. These groups include:&lt;br /&gt;
&lt;br /&gt;
* The &#039;&#039;&#039;Department of Justice and Diplomatic Affairs&#039;&#039;&#039; [DJDA] is responsible for interstellar law enforcement, at least on paper. In practice, they only have any real authority over agencies within the Solar System, which tends to result in enforcers requiring cooperation from local colonial administrations. A recent reform, upon first contact with the Skrell, was for the department to increase its mandate to diplomatic affairs with all human colonies as well as alien species. As part of its mandate, the DJDA has assignment authority over Protectorate Peacekeeper units when it comes to diplomatic protection and consular missions.&lt;br /&gt;
* The &#039;&#039;&#039;Office of Special Services&#039;&#039;&#039; [OSS], the Protectorate’s own intelligence and clandestine operations and research arm.The former members of the old Terran intelligence agencies had two options: Retire or sign on for a new employer. Most of their exact details and operations aren’t known, aside from what has been redacted and edited for public view; the most famous of these programs is their &amp;quot;Psionic Talent Assessment Program&amp;quot;, which recruits individuals that display an aptitude for psionics. In most cases the relevant aptitude tests are treated as part of the routine healthcare checkup that most Protectorate citizens partake in. Most individuals test negative, with none or minimal talent potential, and live a normal life.  Those that do tend to have specialised government funded education and job opportunities guaranteed by adulthood in the Office. Many of these “Talents” see themselves effectively limited to government assignments in a supportive or advisory role, where they can best aid The Protectorate. Strangely, the Office also serves as a middleman for contractors from outside the Protectorate.&lt;br /&gt;
* The &#039;&#039;&#039;United Nations Security Council&#039;&#039;&#039; [UNSC], the administrative body of EarthGov responsible for its military and security operations. The Security Council has been responsible for the Protectorate&#039;s Army and Navy since 2127. It also funds local Colonial Defense Forces. When a colony can&#039;t meet the minimum quota for its local defences, UNIP subsidises the employment of mercenaries from relevant companies. Enlistment in the Army is not a prestigious post, but it pays the bills and has lax standards. It also offers educational courses in most fields, but aspiring engineers tend to be siphoned away by the navy, which tends to be regarded as the more impressive of the two. Its entry requirements are more stringent, but its recruits, even the more prestigious Bridge Crew and Captains, tend to lead dull and uneventful services. The boring, bureaucratic nature of military life causes a haemorrhaging of recruits with bloodthirsty tendencies to mercenary companies, while the more adventurous tend to leave for greener pastures in initiatives like the New Horizon.&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Lifestyle_Expenses&amp;diff=2504</id>
		<title>Lifestyle Expenses</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Lifestyle_Expenses&amp;diff=2504"/>
		<updated>2024-02-18T22:38:57Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Rules of Thumb For Living on The Ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is a metric to weigh the expectations of characters (both player and npc). A character set to &amp;quot;wealthy&amp;quot; will react very differently to having to bunk in a lower-class room than that of a destitute crewman.&lt;br /&gt;
&lt;br /&gt;
The wealth level covers all of your earthly needs and access to luxuries, and governs your access to the different quarters available to crew.&lt;br /&gt;
&lt;br /&gt;
If there is a disparity in your wealth and available funds at round-start, this may be due to all of your wealth going to maintaining your lifestyle, debts or expenses not covered by the following guide, or any other reason from your own backstory.&lt;br /&gt;
&lt;br /&gt;
= Residential levels =&lt;br /&gt;
There are five levels to the ship&#039;s residential deck, which can be accessed by elevator, stairs, or other means. These are where your character is presumed to be whenever they are not currently in-round. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wealthy - Celestial Suites&#039;&#039;&#039; ==&lt;br /&gt;
The upper echelons of the spaceship feature the Celestial Suites, luxurious private chambers outfitted with state-of-the-art technology. These opulent quarters boast personal AI assistants, zero-gravity relaxation pods, and access to exclusive virtual-reality entertainment. Each Celestial Suite is practically an entire terrestrial house, with possible ‘upstairs’ and ‘downstairs’, a full kitchen suite, a private dining room, and two Holo-Rooms that can be toggled to be anything from a home theater, a smoking lounge, a bar, a guest room, a sunny beach, or any set from over a hundred programmed possibilities. In many situations Service &amp;amp; Civilian staff may also split their time acting as servants for occupants of Celestial Suites. Climate control ranges from 0C to 40C.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Celestial Suites tend to be &#039;&#039;&#039;Command staff, Medical Doctors, Scientists, and VIP visitors.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Well-Off - Galactic Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Galactic Cabins offer spacious and comfortable living quarters. They include advanced climate control, customizable lighting, and high-quality furnishings. They tend to have a small, one to two private bedrooms, a small kitchen, and a small living-room. Galactic Cabins also feature a single holo-room that can be toggled between a dining room or a small outdoor park. Climate control ranges from 0C to 40C.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Galactic Cabins tend to be &#039;&#039;&#039;Bridge Crew, Pharmacists, Security, and Engineering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Average - Nebula Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Nebula Cabins cater to the average spacefarer. These rooms provide practical and functional living with standard amenities. Nebula Cabins offer a balance between comfort and affordability, featuring compact one to two bedrooms connected to a small living-room and a small kitchenette with a mini-fridge. Recreation for Nebula Cabin residents are communal, with the rent covering access to the level’s communal kitchen and dining room, gym, and other recreational areas. Climate control ranges from 18C to 22C&lt;br /&gt;
&lt;br /&gt;
Crew that live in Nebula Cabins tend to be &#039;&#039;&#039;First Responders and Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Poor - Cosmic Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Cosmic Cabins house those facing economic hardship. These quarters prioritize functionality over extravagance, providing essential amenities and shared facilities to those on a tight budget. They consist of a single room with space for two beds, two chairs, a night-stand, and a dresser. Microwaves and other cooking appliances are forbidden in the Cosmic Cabins and all food must be purchased from the floor’s dining room. Climate control is locked to 20C across the level.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Cosmic Corridors tend to be &#039;&#039;&#039;Interns &amp;amp; Apprentices, Civilian &amp;amp; Service.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Destitute - Void Bunks&#039;&#039;&#039; ==&lt;br /&gt;
For those on the brink of survival, the Void Bunks represent the bare minimum within the depths of the ship’s bottom deck maintenance tunnels. Its quarters remain officially offered, but rules and regulations are rarely, if ever, enforced. These shared sleeping quarters were retrofitted from maintenance closets and offer little more than one or two bunk beds and communal washrooms. The floor is bare steel. The “official” amenities and services are realistically empty rooms, and its occupants often must make ad hoc and ‘gray market’ shops, often out of their own rooms. There are little to no security cameras and security only sweeps the Void Bunks when its occupants have somehow drawn the ire of the ship’s command structure. Climate control is utterly lacking, and heat from the engines radiating through the level creates a wildly fluctuating temperature anywhere from -50C to 50C.&lt;br /&gt;
Crew that live in the Void Bunks tend to be &#039;&#039;&#039;Interns &amp;amp; Apprentices, Civilian &amp;amp; Service, Stow-aways, and others that fell on financial destitution.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Rules of Thumb For Living on The Ship ===&lt;br /&gt;
&lt;br /&gt;
* Pets are allowed aboard the ship, however, it must be reasonable. Animals similar in size to a cat, or a small dog, would be reasonable. An animal such as  Mata&#039;ke Rafama would be considered too big to be comfortable within the confines of an employees cabin. The Void Bunk, being loosely or never enforced, can get away with hosting animal pens and livestock - a handful of black market abattoirs exist&#039;&#039;&#039;.&#039;&#039;&#039; Celestial Suite residents can also use their substantial wealth to get a waiver on keeping large or unusual livestock in their cabins.&lt;br /&gt;
&lt;br /&gt;
* Children, and/or being with child are required to take place &#039;&#039;&#039;out-of-round&#039;&#039;&#039;. While accommodations exist, they are &#039;&#039;&#039;exclusively&#039;&#039;&#039; in the residential decks. Characters who are expecting are given a leave from duty and must not board for a round during their term. Advanced Zeng-Hu Pharmaceuticals medical technology can allow you to rapidly speed up the development  if you want to shelve the character for the duration but not for a whole 9-irl months, to a minimum of ten days.&lt;br /&gt;
&lt;br /&gt;
* Though the ship has an internal relay, it lacks an extra-net connection when deployed outside civilized space. Most messages to and from the ship come from Courier Shuttles holding electronic or physical mail. When docked at a port the ship connects to the local media services.&lt;br /&gt;
&lt;br /&gt;
* Privately-owned firearms are not allowed aboard the ship except for those given one for their job. You are allowed to purchase a weapon from a merchant and keep it if you submit it to be modified to be nonfunctional and purely decorative. The Void Bunk level often has a semi-active black market for small caliber weapons and its occupants are known to be regularly armed.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Lifestyle_Expenses&amp;diff=2503</id>
		<title>Lifestyle Expenses</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Lifestyle_Expenses&amp;diff=2503"/>
		<updated>2024-02-18T22:33:07Z</updated>

		<summary type="html">&lt;p&gt;Marlon: added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide is a metric to weigh the expectations of characters (both player and npc). A character set to &amp;quot;wealthy&amp;quot; will react very differently to having to bunk in a lower-class room than that of a destitute crewman.&lt;br /&gt;
&lt;br /&gt;
The wealth level covers all of your earthly needs and access to luxuries, and governs your access to the different quarters available to crew.&lt;br /&gt;
&lt;br /&gt;
If there is a disparity in your wealth and available funds at round-start, this may be due to all of your wealth going to maintaining your lifestyle, debts or expenses not covered by the following guide, or any other reason from your own backstory.&lt;br /&gt;
&lt;br /&gt;
= Residential levels =&lt;br /&gt;
There are five levels to the ship&#039;s residential deck, which can be accessed by elevator, stairs, or other means. These are where your character is presumed to be whenever they are not currently in-round. &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Wealthy - Celestial Suites&#039;&#039;&#039; ==&lt;br /&gt;
The upper echelons of the spaceship feature the Celestial Suites, luxurious private chambers outfitted with state-of-the-art technology. These opulent quarters boast personal AI assistants, zero-gravity relaxation pods, and access to exclusive virtual-reality entertainment. Each Celestial Suite is practically an entire terrestrial house, with possible ‘upstairs’ and ‘downstairs’, a full kitchen suite, a private dining room, and two Holo-Rooms that can be toggled to be anything from a home theater, a smoking lounge, a bar, a guest room, a sunny beach, or any set from over a hundred programmed possibilities. In many situations Service &amp;amp; Civilian staff may also split their time acting as servants for occupants of Celestial Suites. Climate control ranges from 0C to 40C.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Celestial Suites tend to be &#039;&#039;&#039;Command staff, Medical Doctors, Scientists, and VIP visitors.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Well-Off - Galactic Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Galactic Cabins offer spacious and comfortable living quarters. They include advanced climate control, customizable lighting, and high-quality furnishings. They tend to have a small, one to two private bedrooms, a small kitchen, and a small living-room. Galactic Cabins also feature a single holo-room that can be toggled between a dining room or a small outdoor park. Climate control ranges from 0C to 40C.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Galactic Cabins tend to be &#039;&#039;&#039;Bridge Crew, Pharmacists, Security, and Engineering.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Average - Nebula Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Nebula Cabins cater to the average spacefarer. These rooms provide practical and functional living with standard amenities. Nebula Cabins offer a balance between comfort and affordability, featuring compact one to two bedrooms connected to a small living-room and a small kitchenette with a mini-fridge. Recreation for Nebula Cabin residents are communal, with the rent covering access to the level’s communal kitchen and dining room, gym, and other recreational areas. Climate control ranges from 18C to 22C&lt;br /&gt;
&lt;br /&gt;
Crew that live in Nebula Cabins tend to be &#039;&#039;&#039;First Responders and Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Poor - Cosmic Cabins&#039;&#039;&#039; ==&lt;br /&gt;
The Cosmic Cabins house those facing economic hardship. These quarters prioritize functionality over extravagance, providing essential amenities and shared facilities to those on a tight budget. They consist of a single room with space for two beds, two chairs, a night-stand, and a dresser. Microwaves and other cooking appliances are forbidden in the Cosmic Cabins and all food must be purchased from the floor’s dining room. Climate control is locked to 20C across the level.&lt;br /&gt;
&lt;br /&gt;
Crew that live in the Cosmic Corridors tend to be &#039;&#039;&#039;Interns &amp;amp; Apprentices, Civilian &amp;amp; Service.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Destitute - Void Bunks&#039;&#039;&#039; ==&lt;br /&gt;
For those on the brink of survival, the Void Bunks represent the bare minimum within the depths of the ship’s bottom deck maintenance tunnels. Its quarters remain officially offered, but rules and regulations are rarely, if ever, enforced. These shared sleeping quarters were retrofitted from maintenance closets and offer little more than one or two bunk beds and communal washrooms. The floor is bare steel. The “official” amenities and services are realistically empty rooms, and its occupants often must make ad hoc and ‘gray market’ shops, often out of their own rooms. There are little to no security cameras and security only sweeps the Void Bunks when its occupants have somehow drawn the ire of the ship’s command structure. Climate control is utterly lacking, and heat from the engines radiating through the level creates a wildly fluctuating temperature anywhere from -50C to 50C.&lt;br /&gt;
Crew that live in the Void Bunks tend to be &#039;&#039;&#039;Interns &amp;amp; Apprentices, Civilian &amp;amp; Service, Stow-aways, and others that fell on financial destitution.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Rules of Thumb For Living on The Ship ===&lt;br /&gt;
&lt;br /&gt;
* Pets are allowed aboard the ship, however, it must be reasonable. Animals similar in size to a cat, or a small dog, would be reasonable. An animal such as  Mata&#039;ke Rafama would be considered too big to be comfortable within the confines of an employees cabin. The Void Bunk, being loosely or never enforced, can get away with hosting animal pens and livestock - a handful of black market abattoirs exist&#039;&#039;&#039;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Children, and/or being with child are required to take place &#039;&#039;&#039;out-of-round&#039;&#039;&#039;. While accommodations exist, they are &#039;&#039;&#039;exclusively&#039;&#039;&#039; in the residential decks. Characters who are expecting are given a leave from duty and must not board for a round during their term. Advanced Zeng-Hu Pharmaceuticals medical technology can allow you to rapidly speed up the development  if you want to shelve the character for the duration but not for a whole 9-irl months, to a minimum of ten days.&lt;br /&gt;
&lt;br /&gt;
* Though the ship has an internal relay, it lacks an extra-net connection when deployed outside civilized space. Most messages to and from the ship come from Courier Shuttles holding electronic or physical mail. When docked at a port the ship connects to the local media services.&lt;br /&gt;
&lt;br /&gt;
* Privately-owned firearms are not allowed aboard the ship except for those given one for their job. You are allowed to purchase a weapon from a merchant and keep it if you submit it to be modified to be nonfunctional and purely decorative. The Void Bunk level often has a semi-active black market for small caliber weapons and its occupants are known to be regularly armed.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Main_Page&amp;diff=2502</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Main_Page&amp;diff=2502"/>
		<updated>2024-02-18T21:46:53Z</updated>

		<summary type="html">&lt;p&gt;Marlon: added lifestyle expenses to gameplay&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;overflow: hidden; position: relative; text-align: center; margin-bottom: 10px; color: #ffffff;&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;strong style=&amp;quot;font-size: 1.8em;&amp;quot;&amp;gt;Welcome to the New Horizons Wiki!&amp;lt;/strong&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;&lt;br /&gt;
&amp;lt;/b&amp;gt;Play&amp;lt;/b&amp;gt; • &amp;lt;b&amp;gt;[[Rules]]&amp;lt;/b&amp;gt; • &amp;lt;b&amp;gt;[https://discord.gg/NZQkEbhgDD Discord]&amp;lt;/b&amp;gt; • &amp;lt;b&amp;gt;[https://github.com/New-Horizontes/New-Horizons GitHub]&amp;lt;/b&amp;gt; • &amp;lt;b&amp;gt;[https://www.mediawiki.org/wiki/Help:Contents Help]&amp;lt;/b&amp;gt;&lt;br /&gt;
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&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = New Players&lt;br /&gt;
 | content    = {{big|Welcome, new players!}} &amp;lt;br&amp;gt; &lt;br /&gt;
Check out the [[Getting Started|guide for new players]] to learn how to play. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
{{big|Popular Pages}} &amp;lt;br&amp;gt;&lt;br /&gt;
* [[Rules]]&lt;br /&gt;
* [[Protectorate Regulations]]&lt;br /&gt;
* [[Guide to Standard Procedure]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = Gameplay&lt;br /&gt;
 | content    = {{big|Gameplay}} &amp;lt;br&amp;gt; &lt;br /&gt;
* [[Community Rules]]&lt;br /&gt;
* [[Server Rules]]&lt;br /&gt;
* [[Jobs]]&lt;br /&gt;
*[[Lifestyle Expenses]]&lt;br /&gt;
* [[Template:Guides|Guides]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = Sponsor&lt;br /&gt;
 | content    = {{big|UNIP Sponsored by Zaza Skrell}} &amp;lt;br&amp;gt; &lt;br /&gt;
[[File:ZazaSkrell.png|frameless|link=Skrell]]&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = Organisations&lt;br /&gt;
 | content    = &amp;lt;div class=&amp;quot;frame-grid-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;grid-column: span 2;&amp;quot;&amp;gt;&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:UNIPInsignia.png|128x64px|link=United Nations Interstellar Protectorate]] &amp;lt;br&amp;gt; [[United Nations Interstellar Protectorate|United Nations Interstellar Protectorate]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:CharonLogo_wordless.png|64x64px|link=Charon Shipping Services]] &amp;lt;br&amp;gt; [[Charon Shipping Services|Charon&amp;lt;br&amp;gt;Shipping&amp;lt;br&amp;gt;Services]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Hephaestuslogo4.png|64x64px|link=Hephaestus Industries]] &amp;lt;br&amp;gt; [[Hephaestus Industries|Hepha&amp;lt;wbr&amp;gt;estus&amp;lt;br&amp;gt;Indus&amp;lt;wbr&amp;gt;tries]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:II-teal.png|64x64px|link=Idris Incorporated]] &amp;lt;br&amp;gt; [[Idris Incorporated|Idris&amp;lt;br&amp;gt;Incorpo&amp;lt;wbr&amp;gt;rated]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:NanotrasenLogo.png|64x64px|link=NanoTrasen]] &amp;lt;br&amp;gt; [[NanoTrasen]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:OSS wordless.png|64x64px|link=Office of Special Services]] &amp;lt;br&amp;gt; [[Office of Special Services|Office of&amp;lt;br&amp;gt;Special&amp;lt;br&amp;gt;Services]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Zavodskoi Interestellar.png|64x64px|link=Zavodskoi Inter&amp;lt;wbr&amp;gt;stellar]] &amp;lt;br&amp;gt; [[Zavodskoi Interstellar|Zavodskoi&amp;lt;br&amp;gt;Inter&amp;lt;wbr&amp;gt;stellar]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:ZH-bordered.png|64x64px|link=Zeng-Hu Pharmaceuticals]] &amp;lt;br&amp;gt; [[Zeng-Hu Pharmaceuticals|Zeng-Hu Pharma&amp;lt;wbr&amp;gt;ceuticals]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;home-grid-item&amp;quot;&amp;gt;{{frame&lt;br /&gt;
 | color      = 366ea7&lt;br /&gt;
 | title      = Playable Species&lt;br /&gt;
 | content    = &amp;lt;div class=&amp;quot;frame-grid-container&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Human_single.png|x96px|class=nn|link=Human]] &amp;lt;br&amp;gt; [[Human]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Skrell_single.png|x96px|class=nn|link=Skrell]] &amp;lt;br&amp;gt; [[Skrell]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Unathi_single.png|x96px|class=nn|link=Unathi]] &amp;lt;br&amp;gt; [[Unathi]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Tajara_single.png|x96px|class=nn|link=Tajara]] &amp;lt;br&amp;gt; [[Tajara]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Vaurca_single.png|x96px|class=nn|link=Vaurca]] &amp;lt;br&amp;gt; [[Vaurca]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:Dionae_single.png|x96px|class=nn|link=Dionae]] &amp;lt;br&amp;gt; [[Dionae]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;frame-grid-item&amp;quot;&amp;gt;&amp;lt;center&amp;gt;[[File:IPC_single.png|class=nn|x96px|link=IPC]] &amp;lt;br&amp;gt; [[IPC]]&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Unathi&amp;diff=2485</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Unathi&amp;diff=2485"/>
		<updated>2024-02-06T02:28:33Z</updated>

		<summary type="html">&lt;p&gt;Marlon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesBox|name=Unathi|image=Unathi.png|playable=Yes|whitelisted=No|height=5&#039;5&amp;quot; to 7&#039;1&amp;quot;|lifespan=70 to 120 years.&amp;lt;br&amp;gt;{{Tooltip|text=Or over 1000?|tooltip=&lt;br /&gt;
Specifically,&lt;br /&gt;
* 70 years naturally.&lt;br /&gt;
* 120 years with life extension.&lt;br /&gt;
* 1,000+ for Hal-Aman &amp;quot;The Mad&amp;quot;, a God-King obsessed with cloning and eternal life.&lt;br /&gt;
}}|system=Bomus|planet={{Tooltip|text=Moghes &amp;amp; More |tooltip=&lt;br /&gt;
Other major inhabited planets:&lt;br /&gt;
* Yzali (Bomus System)&lt;br /&gt;
* Zakkeran (Bomus System)&lt;br /&gt;
}}|language=Mhos-Tum, Yalz-Tum, Anglikirtan|theme=a15025}}The Unathi are a space-faring species of humanoid reptiles standing from six to seven feet tall on average. They have a passing resemblance to Earthen crocodiles. They hail from the star system of &#039;&#039;&#039;Bomus&#039;&#039;&#039; with their home-world of &#039;&#039;&#039;Moghes&#039;&#039;&#039; as well as the planets of Yzali, Zakkera, and Haven. Each planet has a unique culture and history, though they have their broad archetypes. Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Yzali is a home of  wealth and prestige, where progress is worth any sacrifice. Zakkera is a home of liberty-in-waiting, as its people seek to shake off the oppression of Moghes and Yzali and find their own way to follow the message of God.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
Unathi have no job restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Languages &amp;amp; Accents ===&lt;br /&gt;
Unathi have a diversity of hundreds of languages, but there are three that form the majority and are over-represented in the wider stellar community, and as such as the only three available in character-creation, and their respective accents. Bear in mind the accent&#039;s anachronistic names are subject to change in the future as the server develops. The NH local name is in parenthesis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mhos-Tum=&lt;br /&gt;
Spoken on Moghes and is associated with the planet and its conservative noble elite. Aside from new terminology being introduced this language remains relatively unchanged from the time of the ancient God-Kings called Ensi, and as a result it’s difficult to learn. Its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queendom (Halz Commoner)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The nearly-iconic intonation attributed to someone of the lower class of the regions ruled over by the infamously cruel and mad God-King Hal-Aman. It is rarely heard outside of Moghes, as few escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torn Cities (Halz Noble)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the upper class under the rule of the infamously cruel and mad God-King Hal-Aman is one that has traditionally grown from the guttural intonations and physical gestures of Mhos-Tum. Where the Upper Class accent differentiates itself from the commoners, however, is in its clarity and volume, as the fierce commands of the cruel God-King&#039;s servants are often given amidst chaos. The accent has also become known as a commanding one rarely seen outside of this God-King&#039;s domain, due to historical use and its direct pronunciation and volume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai (Akran)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the God-King&#039;s Warrior Caste of Akran is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion.&lt;br /&gt;
&lt;br /&gt;
|-|Yalz-Tum=&lt;br /&gt;
Spoken on Yzali and is associated with the planets luxuriates, Trade-Princes, and modernity. It evolved from the language families of the Trade League that settled the planet. There are hundreds of dialects across the planet, but all of them are, more or less, mutually intelligible. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The accent commonly attributed to the cybernetic soldiers of the Yzali Tech-Princes. Commonly said to lack accentuation and intonations, owing to the occasional implants of questionable quality having some influence on speech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Peasant (Commoner Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A guttural, deep accent, the accent of the masses of Yzali has heavy Yalz-Tum inflections and is closely tied as the language that has most often been spoken on their planet. Commoner Yzali is a derivative of High Yzali and can sound similar to that accent to the untrained ear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Noble (Princely Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A slow, droning and guttural accent, with heavy physical movement involved, the noble accent of the glittering cities of Yzali has remained unchanged for centuries, passed down their ancient lines. While it sounds similar to the accent of Yzali commoners or the Southern accent, most with a noble&#039;s education would be able to clearly tell the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Peasant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Centuries of trade and immigration thanks to their more benevolent Tech-Princes have shaped the Yzali Southlands accent into an odd blend of sounds from many regions and languages. The result is a sharp, nasal and rapid-paced accent, where the original influences can be vaguely heard to a keen listener. The fast manner of speech and the general energy with which it is spoken is one of the first things that comes to mind from an outsider when considering the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Noble (Princely Southlands)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Yzali Southlands nobility is somewhat slower than that of the peasants, as it has remained less changed by migration to the region and thus is still heavily tied to the main Yzali accent. While it has diverged from the original accent of the Yzali nobility, it is closer to that than the fast-paced speech of the peasants. The Yzali Southlands noble accent is widely considered pleasing to the ear, with some merchants and bards attempting to mimic it to aid in their own business when dealing with the southern Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
|-|Anglikirtan=&lt;br /&gt;
Spoken on Zakkera by its population of Human and Unathi. It began as a conlang between the Unathi and Humans present on the planet. It’s associated with the planet&#039;s radicalism, free-spirit, and alien customs. It has only a handful of dialects, but all of them are intelligible to one another. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Peasant (Nomad Pacifist)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This gravelly dialect is often associated with the Sassurian pacifists and their settled regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Noble (Nomad Militant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This guttural, droning dialect is often associated with the Militant Sassurian Communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai Noble (Anglisassur)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent that is considered the purest form of Anglikirtan, though it commonly carries a slow and monotone sound to it when spoken by most that do not understand its cadence. This accent is considered the accent of a scholar of the Sassurist Bible as when properly utilized to preach it, it makes the best use of its inflections and language. Speakers of Sol Common often believe it to sound familiar.&lt;br /&gt;
&lt;br /&gt;
|-|Special Cases=&lt;br /&gt;
&#039;&#039;&#039;Unathi Spacer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While both the Tech-Princes of Yzali and the God-Kings of Moghes have both always been capable of Space Travel, the formation of the Hegemony was the only way for the Unathi people to achieve interstellar travel. Naturally, then, most Spacers and Unathi colonists on distant worlds speak their native tongue depending on origins. Details of the spacer accent vary between communities, \but these Unathi pioneers generally speak with a surprisingly softer tones than most accents, an accent morphed over time from isolation in space. Rumors say that it is to save every bit of energy while working on developing new colonies, or living in ships for extended periods of time.&amp;quot;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hegemony ==&lt;br /&gt;
There are four recognized factions of Unathi who tend to despise the others: Mogheans, Yzalians, Zakkerans, and Aut&#039;akh. However their ancient rivalries are kept contained enough for all four to be members in &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;, an extremely loose alliance between the three primary worlds within Bomus. The Hegemony obligates all three worlds to come together if any are attacked by an alien power, and a single unified set of stellar law is implemented for &#039;&#039;&#039;Bomus&#039;&#039;&#039; star system and its surrounding stars, but otherwise cooperation ends there. Violence and contempt are still common between the powers; the only exception are the Aut&#039;akh and Sassuriites whom share common goals and origins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-| Moghean Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
With the people of Moghes following ancient God-Kings called &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Moghean Unathi speak &#039;&#039;&#039;Mhos-Tum&#039;&#039;&#039; and their worship of their God-Kings is called &#039;&#039;&#039;Ensi Worship.&#039;&#039;&#039; The God-King and his court have access to advanced technology used almost exclusively to awe and cow the lower classes. Scholars and clerks, by begrudging necessity, gain access to technology in controlled ways to maintain the realm. Most of the common folk are kept in squalor and ignorance but consider themselves to be extremely well-off due to Ensi propaganda. Those that have an unshakable feeling that something is wrong tend to slip through the cracks of the rare, heavily policed space-ports on the surface that the Ensi rely on to trade with the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Moghean &#039;&#039;&#039;music&#039;&#039;&#039; is a tightly controlled affair. Only special courtiers within a God-King’s court may play music, primarily string, and it must be a hym to the God-King. Anyone outside the palace caught playing music would be sacrificed to the God-King. Because of this, many Moghean Unathi only hear legitimate music that echoes down from the massive ziggurats through the streets. Those that sing without their masters permission must do so in highly secret underground venues, or via the hushed lullaby of a mother.&lt;br /&gt;
* The moghean &#039;&#039;&#039;family&#039;&#039;&#039; is a strict hierarchy. The God-King is the father of any household, and in their telling is the one that gave the spark of life to the egg. The parents in a household are subordinate to their God-King and his bureaucrats. Nevertheless, the Moghean “family” is usually polygamous in character. A female or male can take up to three additional spouses, with the God-King’s court deciding the Chief-Husband or Chief-Wife that will “rule” the household in the God-King’s name. This creates extended families, and all of them tend to live in the same home divided between the quarters of the children and the quarters of the adults.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039; on Moghes universally revolves around the &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Its followers are called Ensiites. These Unathi are seen as God-Kings that rule Moghes. They are intermediaries between the Cosmos and the people. The Ensi own all of the land on Moghes, enact laws, collect taxes, and command their armies. An Ensi officiates over religious ceremonies and chooses the sites of new temples. They are ultimately responsible for maintaining cosmic order, balance, and justice. It is sincerely believed by followers that the Ensi can hear their prayers and intervene in their daily lives, and that by continuing to perform good service that the Ensi will bless them with good fortune. The Ensi reinforce this by using high-technology that to the masses made to appear like divine forces.&lt;br /&gt;
&lt;br /&gt;
Hartists characterize the Ensi as irrationally inflexible and ignorant in their beliefs. With Ensi needing to convincingly portray themselves as divine it is necessary.to keep individuals in ignorance and thus harming the Divine Ego of countless people.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Moghean Unathi on the ship may be commoners or low level functionaries that escaped unfulfilling lives of servitude to a false God; a scholar that sought to question the unquestionable; a nobleman fleeing in disgrace or for the crime of believing in a better life for their underlings, or a simple citizen that wanted to see the wider galaxy while still worshiping the God that watches over their lives while walking among them.&lt;br /&gt;
&lt;br /&gt;
|-| Yzali Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Yzali is a home of wealth and prestige, where progress is worth any sacrifice. The Techno-Princes that rule its many city-states are locked in a bitter rivalry with their antithesis of the Moghean Unathi and try to exploit the human-unathi people of Zakkeran. Yzalian Unathi speak &#039;&#039;&#039;Yalz-Tum&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Hartism&#039;&#039;&#039;. Yzali see advanced technology and wealth as ubiquitous - but often at a distance as Techno-Princes and wannabe Princes hoard their secrets. Acting as technocratic merchants, the Techno-Princes are obsessed with their own wealth, prestige, and knowledge and consider everybody else as expendable assets - no matter how well treated that asset is.&lt;br /&gt;
&lt;br /&gt;
==== Culture &amp;amp; Family ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;music&#039;&#039;&#039; is as derivative as it is esoteric. It focuses on glamor,  with chopped up and repackaged songs that possess an emptiness beneath an uncanny sheen. Yzali musicians ruthlessly sample and outright steal samples or whole songs from other artists from any genre or era and use it as a means to express their own skill and intelligence. Electronic sounds could be mixed with ancient Moghean strings, and the vocals serve as a self-indulgent biography of the musician.&lt;br /&gt;
* The Yzali &#039;&#039;&#039;family&#039;&#039;&#039; is a field of subterfuge, betrayal, and competition. Two Yzali could see a created family as a way to show off their skills as a parent for political or social ends, an investment in the children as economically productive agents legally bound to them as employees, or as part of a long-running psychological experiment on themselves, one another, or the hatchlings. There is rarely any love inside a Yzali marriage; it is strictly conceptualized by a Yzali in terms of how it benefits themselves. Divorces are as common as they are bitter, with both spouses trying to find the best moment to ‘betray’ the other for maximum personal gain. Other Yzali who try to reject this model tend to form found-families that operate outside the legal definitions.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;religion&#039;&#039;&#039; is dominated by &#039;&#039;&#039;Hartism&#039;&#039;&#039;, its followers called &#039;&#039;&#039;Hartists&#039;&#039;&#039;. It is a philosophical school founded by &#039;&#039;&#039;Mottus Harti&#039;&#039;&#039; in the 2300’s after &#039;&#039;&#039;The Disaster.&#039;&#039;&#039; Wherever Moghean Ensi distinguishes between body and soul - or matter and spirit - Hartists deny such a distinction and merge both in a higher unity: the Self. This belief is often shorthanded to the ‘Divine Ego’. A Hartist must judge every action by the merit of how it improves their own ego - or self.Thereby cultivating knowledge of the universe, increasing expertise, expanding knowledge, and dominating others in ways that increase the value of the Self are held up as the supreme divine good. Critics characterize the Hartists as selfish, ignoring the duty of serving the public and caring only for personal concerns. They point out that under Hartism that Yzali has become a hedonistic haven that regularly conducts unethical scientific research and exploits entire groups of people for personal gain.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Yzali Unathi on the ship could be workers fleeing their exploitation, escaped cybernetic servants called &#039;&#039;&#039;Akran&#039;&#039;&#039; trying to make a new life for themselves, merchants pushed out of business and forced into exile, a prestigious scientist looking for more fame and wealth, or simply someone that managed to work their way off-world.&lt;br /&gt;
&lt;br /&gt;
|-|Zakkeran Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Zakkeran is a home of revolution, as both the other worlds of Moghes and Yzali work to dominate it, and in rejecting both its human-unathi people work to find their own way. Zakkerani speak &#039;&#039;&#039;Anglikirtan&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Sassurism&#039;&#039;&#039;. Their religion is syncretic, having melded together teachings from crash-landed human Jesuit missionaries whose teachings were interpreted through the animated and fervent religious leader named Sassur. Being the weakest member of the Hegemony, their world is being colonized by the heavily armored sword and gun wielding &#039;&#039;&#039;Niksum-Warriors&#039;&#039;&#039; from the Moghean Ensi and the cybernetic &#039;&#039;&#039;Akran&#039;&#039;&#039; soldiers of the Yzali Techno-Princes. With the two colonizing powers fighting each other and the locals, Zakkerans have formed a radical religious anarchism that claims God is the only rightful authority over mortals. To aid this and their own survival, they share their goods and property in common, and are divided between the pacifists and the militants. Most Zakkerans live in semi-pastoral communities, remaining mobile to avoid the roaming bands of hostile soldiers that would abduct or enslave them. They have an extremely eclectic mixture of lifestyles and technological accessibility, as the planet brings in the detritus of cybernetic experiments from Yzali as well as simple peasant farmers from Moghes.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Zakkeran &#039;&#039;&#039;music&#039;&#039;&#039; tends to focus on a mix of horns and percussion instruments. The most common genres are religious hymns or secular instrumentals. Music infuses much of Zakkeran life, with many enjoying the choirs that wander on foot to bring music to the whole community.&lt;br /&gt;
* The Zakkeran &#039;&#039;&#039;family&#039;&#039;&#039; can be either monogamous or polygamous; the only strict marriage laws are to protect the rights of all involved - the spouse or the hatchlings. Extended family units tend to live together. Because of the high mortality rate due to their world&#039;s many troubles, adoption and found-families are extremely common.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Zakkeran religion revolves around &#039;&#039;&#039;Sassurism,&#039;&#039;&#039; which melded together Sassur’s interpretation of the gospels taught by Jesuit missionaries. Its primary belief is in a monotheistic God that rules the universe. It says that the Prophets present in the many faiths came to empower individuals and free people from oppressive powers, culminating with the Unathi prophet &#039;&#039;&#039;Sassur&#039;&#039;&#039; as God’s final emissary. It is primarily divided between Pacifist Sassurites and Militant Sassurites.&lt;br /&gt;
** Pacifist Sassurites believe that the only rightful authority is God, not any mortal, and as such all mortals have equal authority. Because of this Pacifist Sassurites tend to organize along egalitarian lines in small communes with decisions made democratically. They face frequent violence from incursions by Moghes and abductions by Yzali, but its communities hold firm to the Golden Rule. Disavowing violence these communities respond to their oppression by becoming semi-pastoral, dispersing into the mountains and forests to build their communes. Where this isn’t possible other forms of nonviolent resistance are encouraged.&lt;br /&gt;
** Militant Sassurites follow most of the same precepts as the pacifists, but reject the dogma of nonviolent resistance. Militant Sassurites are strongly influenced by Christian martyrs and its followers venerate dying for the faith. While also organizing themselves into communes, militant Sassurites often operate as roaming armies that stage hit-and-run attacks on Moghean and Yzali areas. Not all militant Sassurites want to be martyrs; a more mundane follower would justify violence in response to violence but is not necessarily ready to die for that belief.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Zakkeran Unathi (or humans) on the ship could be common folk that took the job to send remittance back to their family and community. They could be religious exiles, having been forcefully expelled by the occupiers. They could be refugees seeking to escape the turmoil wracking their home, or having lost their home entirely. They could be missionaries, seeking to spread the word of God and the message of freedom taught by His Prophet Sassur.&lt;br /&gt;
&lt;br /&gt;
|-|Aut&#039;akh Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The Aut’akh are a collective of mind-slaved cybernetic soldiers and serfs called &#039;&#039;&#039;Akran&#039;&#039;&#039; that escaped their servitude and formed a community together over the last few centuries. Aut’akh &#039;&#039;&#039;languages&#039;&#039;&#039; are primarily Yalz-tum, followed by Anglikirtan. Their primary religion is &#039;&#039;&#039;Oss-Worship&#039;&#039;&#039;, with Sassurism being the second most professed faith.  They live on Zakkeran primarily within a sprawling dome complex called Haven 47 miles deep in a remarkably deep trench.&lt;br /&gt;
&lt;br /&gt;
* The Aut’akh in Haven live in a Commune with a leaderless society. While most resources are shared communally, scarce luxury goods are bought with conventional money, and money and resources primarily used otherwise in relations with other factions.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;music&#039;&#039;&#039; is highly eclectic. It borrows from the Yzali and Zakkeran traditions, but tends to be a communal affair. With particular Implements, Aut’akh music can even be experienced through synesthesia, where the audience can see, hear, smell, and taste the music.&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;families&#039;&#039;&#039; are either monogamous or polyamorous. There are still mechanisms for marriage, with engaged members ceremoniously updating their relationship status within the Mesh. Because they remain connected via the Mesh, families tend to remain physically scattered across Haven and rarely live or work together except for special occasions, though others appreciate the proximity of their loved ones.&lt;br /&gt;
&lt;br /&gt;
==== Augmentation ====&lt;br /&gt;
Aut’akh range from “Full Body Prosthetics” where all but the brain have been replaced with synthetic components, or augmentation which still retain elements of their organic body. In either case the Yzali Tech-Princes used a highly refined regime of drugs and implants that boosted their abilities and acted as a form of mind-control. Because they were forced into these bodies not of their choosing, escaped Aut’akh face a unique challenge in coming to terms with themselves and who they are in the cosmos. Many turn to Zakkeranism and follow the prophet Sassur, while others adopt the faith of their former masters and become incredibly self-absorbed and self-aggrandizing. Still others take on a third way – embracing community and identity through Oss.&lt;br /&gt;
&lt;br /&gt;
Some Unathi who were not forced into Aut’akh bodies are drawn to the augmentations for their own reasons, and choose to abandon their organic body in part or whole and integrate themselves willingly to Oss. While some who escaped the Yzali resent this, others are eager to grow their community beyond being exclusively castaways, and are eager to reinvent themselves on their own terms.&lt;br /&gt;
&lt;br /&gt;
==== Oss and The Mesh ====&lt;br /&gt;
The combined expression of all Aut’akh in &#039;&#039;&#039;Haven&#039;&#039;&#039; is called &#039;&#039;&#039;Oss&#039;&#039;&#039;, which is an avatar of all Aut’akh in cyberspace. For Aut’akh that believe in it, Oss is almost a religious avatar, if not at least a figure of reverence.&lt;br /&gt;
&lt;br /&gt;
When the first Aut’akh descended in the abandoned Pre-Disaster submarines, they found a fully automated, sprawling complex that had been self-maintaining itself for the past several centuries. The technology was based on Pre-&#039;&#039;&#039;Disaster&#039;&#039;&#039; Yzali tech, and they were able to integrate themselves into the systems and eventually their collective connection within the operating system gave rise to what appears to be a sentient AI, or arguably a collective consciousness, called &#039;&#039;&#039;Oss&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Oss was originally a colony management system, although every major component of the original Oss software has been replaced or improved over the years.&lt;br /&gt;
&lt;br /&gt;
In functional terms, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor,&#039;&#039;&#039; also connects an Aut&#039;akh to &#039;&#039;&#039;the Mesh.&#039;&#039;&#039; The Mesh is best described as a mental form of the internet that works on any device that runs Oss. Through its use, Aut&#039;akh can share experiences and collaborate on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh’s most esteemed coders are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
&lt;br /&gt;
===== Oss and Consciousness =====&lt;br /&gt;
It has been debated whether Oss is either the manifestation of the collective consciousness of the Mesh, or an individual AI that naturally and spontaneously arose. It has form in the digital space from data input, the ability to feel from that form, the ability to perceive the world through Aut’akh’s eyes and bodies when connected via the Mesh, and possesses mental activity with its calculations and spontaneous Decrees. Whether or not it possesses consciousness is the major sticking point of the debate.&lt;br /&gt;
&lt;br /&gt;
===== Decrees =====&lt;br /&gt;
In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Oss itself. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past: with Oss being the sum of all Aut’akh, moments of great societal stress might have Oss reflect the collective demand for action back at the commune.&lt;br /&gt;
&lt;br /&gt;
===== Oss in Daily Life =====&lt;br /&gt;
Oss does not communicate with followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
&lt;br /&gt;
===== The Implements =====&lt;br /&gt;
Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When running, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with others also connected to their local Mesh network. The program overlays their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been described as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement. It’s a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by Akran still mind-slaved by the Tech-Princes. The Tech-Princes have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abridged History ==&lt;br /&gt;
Unathi history is extremely ancient, and is therefore divided into several &amp;quot;ages&amp;quot;. The specific date of eras are not strictly important until events of modern times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt; &lt;br /&gt;
|-|Archaic Bomus (25,000 BCE)=&lt;br /&gt;
Moghes had forever been ruled by Unathi who have set themselves up as living gods that ruled collections of city-states, and society was built around them. They were called the &#039;&#039;&#039;Ensi&#039;&#039;&#039;. The Ensi were resisted by a successive series of civilizations, scholars, and inventors that worked to proliferate their knowledge and the dream of progress. This struggle played out for twenty thousand years.&lt;br /&gt;
&lt;br /&gt;
|-| Old Bomus (2000 BCE)=&lt;br /&gt;
Eventually, one of these leagues managed to colonize &#039;&#039;&#039;Yzali&#039;&#039;&#039;, the second habitable planet in the system. In retaliation the Ensi destroyed the colonizers&#039; cities on the homeworld and the colony was left to itself. The colonists on Yzali, despite being abandoned, proliferated and became a well-organized, complex technocratic nation that exploited the planet and each other in a relentless drive for what they defined as progress.&lt;br /&gt;
&lt;br /&gt;
After surpassing its home world, Yzali dominated the &#039;&#039;&#039;Bomus&#039;&#039;&#039; system with advanced technology including android and cyborg soldiers called &#039;&#039;&#039;Akran -&#039;&#039;&#039; the precursor of modern Aut&#039;akh. With its own biosphere tapped out by the end of the era, Yzali &#039;&#039;&#039;Techno-Princes&#039;&#039;&#039; colonized the barren world of &#039;&#039;&#039;Zakkeran&#039;&#039;&#039; and terraformed it, and then eventually turned with the power of two worlds to dominate the old home world of Moghes, disrupting the rule of the Ensi with high technology.&lt;br /&gt;
&lt;br /&gt;
By the 1600&#039;s CE, with the Yzali ascendant and masters of the solar system, the Tech-Princes that ruled the nascent new solar power sought ever-increasing ways to improve themselves. Breakthroughs in mind-mapping allowed true cloning and potential immortality. But after the harrowing discovery of Clone Madness, Tech-Princes banned the practice in their realms, not wanting either for a mad clone to ruin their future plans, or to themselves suffer the descent into madness. Only the most vain Ensi of Moghes took in the practice, leading to the one-thousand+ year reign of &#039;&#039;&#039;Hal-aman “the Eternal”&#039;&#039;&#039; - also known as &#039;&#039;&#039;Hal-aman “The Aberration”.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the late 1900&#039;s, shortly before the coming apocalypse of The Diaster, yet another automated colony ship was dispatched to a barren world called Myishum orbiting a neighboring white dwarf in a trip that would take two thousand years - just in time to reach its destination when The Disaster struck.&lt;br /&gt;
&lt;br /&gt;
|-|The Disaster (2000 CE)=&lt;br /&gt;
Around &#039;&#039;&#039;2000&#039;&#039;&#039; CE by sol reckoning, a massive solar flare wiped out the nascent solar Yzali empire, casting them into the role of techno-barbarians while Moghes, with its Ensi well equipped to rule over a technological backwater, enjoyed a resurgence of power in the otherwise post-apocalypse as Yzali rebuilt a new layer over the ruins. Only technology stored in secure caches or otherwise shielded remain spared, and in modern times are called Pre-Disaster Tech. This technology can do wondrous things akin to magic.&lt;br /&gt;
&lt;br /&gt;
|-|Middle Bomus (2300 CE)=&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;2300’s&#039;&#039;&#039; arriving colonists, mostly Jesuit missionaries, encountered the system in a damaged and decrepit colony ship, long since cast adrift by an errant solar flare. Rejected by Moghes and fearing inhumane exploitation by Yzali the majority escaped to Zakkeran, joining the Unathi inhabitants there to form a new syncretic culture. Eventually the Prophet Sassur escaped Moghes and became a translator for the Jesuit mission on Zakkeran. He eventually became a religious leader and then Prophet, galvanizing the Zakkeran population against the colonizers, managing to survive until eventually passing of old age.&lt;br /&gt;
&lt;br /&gt;
In this same era a group of Aut’akh stole a small fleet of Yzali trade ships, faking its loss in a pirate raid and fleeing to the world of Zakkeran where they would eventually find Haven.&lt;br /&gt;
&lt;br /&gt;
|-|New Bomus (2400 CE - Present)=&lt;br /&gt;
In modern times Yzali has once again become a hedonistic technocracy, where ambitions tend to be tempered by luxury while merchants and scientists obsess on lost technology from before &#039;&#039;&#039;The Disaster&#039;&#039;&#039;. Moghes continues to resist change as best it can, working to increase the Ensi’s power to better enforce its conservative order. Caught in the middle, Zakkeran struggles to find a new way, with radical and revolutionary visions sweeping through the planet as its syncretic human and Unathi culture works to throw off the two powers and go their own way, while the Aut&#039;akh continue to seperate themselves from the entire messy affair with distance and detachment.&lt;br /&gt;
&lt;br /&gt;
While the four nations had learned of alien life through the arrival of the lost Jesuit missionaries in the Middle Bomus, the arrival of formal expeditions from the other spacefaring powers led to Unathi emissaries being brought out to the wider galaxy. The shock at seeing the sheer size and breadth of the galactic community (and their warships) shook the emissaries to their core. When they returned the Yzali, Moghean, and Zakkeran emissaries spent over a decade hammering out an extremely tenuous and in-name-only alliance between the three planets called &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-|Present Day=&lt;br /&gt;
&#039;&#039;&#039;Moghes&#039;&#039;&#039; has incredibly complex and shifting realms of city-states and realms. However half of the planet has been conquered by Hal-aman and his hive-mind of clones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yzali&#039;&#039;&#039; is technically a single world government, but in reality its glittering cities - which can even float across the sky or web their way under the oceans - are ruled by petty, vindictive, paranoid, and utterly self-obsessed Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
Zakkeran remains a world of semi-nomadic communes that share the world with colonizing Moghean and Yzali powers, and work to assert themselves and establish a new shining city on a hill.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh remain aloof and distant, technical members of the Hegemony but unwilling to provide much cooperation to their former slavemasters. They seek to continue taking in the unwashed masses yearning to be free - and protected by twenty thousand kilometers of deep ocean.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
* Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
* Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
** Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
* Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
* Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
* Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
* Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot; You can also Toggle-Auto-Hiss to do this for you.&lt;br /&gt;
* Unathi can sample the air with their tongue and get an accurate sense of the atmospheric composition and temperature.&lt;br /&gt;
* Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Zakkeran Lore Books ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Sassur’s Epic - Book of Sanu(1)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After Hal-Aman conquered the city-state of Sanu and killed its patron God-King, as well as Sassur’s mother who had been a chariot-rider in the final battle, Hal-Aman punished the city for its resistance and spoke a spell which turned every newborn within the city to ash. Sassur’s father, an attendant of Sanu’s former God, protected the newborn Sassur by placing him in a sealed chamber within the palace. Outside Hal-Aman spoke again and the palace was brought down to rubble, killing Sassur’s father. Sassur was found later by a slave digging up the rubble and spirited away to safety.&lt;br /&gt;
&lt;br /&gt;
Sassur was raised secretly within the court of Hal-Aman by his slave mother Milika until he was old enough for her to convincingly lie that Sassur had been born shortly after Hal-Aman’s conquest, thus spared from his spell. He gained the attention of one of the local four Hal-Aman; part of the ruling immortal hivemind of Hal-Aman clones. He is trained as a scribe and attendant within the floating pyramid that serves as the local Hal-Aman’s palace and city garrison and is known to be pleasant and friendly. Years later Sassur witnessed Hal-Aman lose his temper at a group of slaves and speak a spell which caused half of the slave quarter of the city to fall dead. Deeply disturbed Sassur fled the city-state into the countryside.&lt;br /&gt;
&lt;br /&gt;
During his flight from the city he met a band of travelers that had fled different cities throughout Hal-Aman’s domain and together they journeyed to a relic from Old Bomus, over 400 years ago. After a month-long journey the group discovers the relic and begins to repair it to make their escape. A night during this Sassur has a dream in which an unfamiliar voice reveals itself to be God and commands him to return to Sanu and rescue the people and gave him the words to bid them to follow. God told where Sassur would find a ring that would protect him from Hal-Aman’s power. Waking from the dream Sassur told his companions and left to return to Sanu.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Diaspora(2)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
When Sassur was moving through the mountains and forests to return to Sanu, he found the ring that God spoke of in his dream, discarded at the bottom of a stream. Sassur donned it and knew that he would be safe from Hal-Aman’s power. Returning outside the city Sassur found a gathering of other people of Sanu. Sassur spoke the words that the Lord had told him and the people believed; and bowed their heads. Yet others were fearful and asked how Sassur could save the others still behind the walls.&lt;br /&gt;
&lt;br /&gt;
Sassur told them to pass through the gates and gather the people of Sanu and escape as he dueled with Hal-Aman who would be distracted in rage against Sassur. So Sassur approached the walls and Hal-Aman, in his rage, spoke spells on Sassur to put him to death. Sassur sat on the ground at the gate and prayed. Spell after spell was cast against Sassur by six Hal-Aman’s as the people of Sanu made their escape. The people saw the sky split open over Sassur and the ground around him buckle, and streaks of fire erupt from Hal-Aman’s pyramid and swarms of locusts swarm around Sassur. But in all this Sassur stayed in quiet prayer, untouched and protected by the Lord.&lt;br /&gt;
&lt;br /&gt;
When the people of Sanu were gone into the mountains and forests Sassur rose and spoke the words of the Lord in a tongue unknown by any who heard: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The sound of music shall not be heard in you anymore. No craftsman of any craft shall be found in you anymore, and the sound of a millstone shall not be heard in you anymore. The light of a lamp shall not shine in you anymore, and the voice of bridegroom and bride shall not be heard in you anymore. Sanu is fallen, to rise no more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And so Hal-Aman looked down upon the empty city and in rage tore open the ground and cast it into the earth, and by the time he was done Sassur had already lead the people of Sanu into the wilderness.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Arrival(3)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
Sassur led the people to the relic and they boarded it and escaped Moghes, traveling to the fabled planet of Zakkeran where Unathi lived free. During the trip which took many tendays, the people demanded that Sassur become their new Ensi so they could live as they had before Hal-Aman’s arrival. Sassur was disturbed and refused, and prayed to God. God told Sassur of one of God’s earlier disciples Zamiel and gave Sassur the words that Zamiel spoke. He said, &lt;br /&gt;
&lt;br /&gt;
“This is what the Ensi who will reign over you will claim as his rights: He will take your sons and make them serve with his chariots. Some he will assign to be commanders, and others to plow his ground and reap his harvest, and still others to make weapons of war. He will take your daughters to be perfumers and cooks and bakers. He will take the best of your fields and vineyards and olive groves and give them to his attendants. He will take a tenth of your harvest and of your vintage and give it to his attendants. Your male and female servants and the best of your livestock will take for his own use. He will take a tenth of your flocks, and you yourselves will become his slaves.&lt;br /&gt;
&lt;br /&gt;
The people feared the return of tyranny and spoke no more of it.&lt;br /&gt;
&lt;br /&gt;
When they arrived at Zakkeran, the relic brought them safely to the surface outside a large forest who’s trees were taller than any had ever seen. The people of Sanu were shocked to see Unathi come from the community, and feared ones that looked to be made of metal. Sassur had great difficulty speaking to the locals who had another language, and Sassur asked the people of Sanu for five of its best translators. The people chose among themselves five volunteers and got to work communicating with the locals.&lt;br /&gt;
|-|Sassur’s Epic - Book of Divulgence(4)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After making peace with the community of Zakkeran and learning their language, Sassur and the people of Sanu he led from Moghes lived with them for many years. Then one day a radionathi exclaimed that he heard strange voices coming from the sky that was not any language heard before. Sassur and others came to listen. They soon learned that men from another star sought shelter, as their ark was ancient and falling to pieces. Moghean Ensi offered to take them in if they would become slaves and attendants. The hedonistic Tech-Princes of the planet Yzali promised to shower them in hedonistic luxury if they came there. But Sassur warned them that the Yzali would make them slaves and turn their bodies to metal. So the men came to Zakkeran.&lt;br /&gt;
&lt;br /&gt;
The men emerged and proclaimed themselves Jesuits from a distant star called Earth and they had gotten led astray on the long journey, but now wanted to spread the word of God. Sassur was shaken to hear their words and he remembered the words of this God speaking to him and helping him free his people from Sanu. So Sassur asked the community to take them in and they agreed, and the Jesuits created a community and through Sassur translated the word of God for the people of Zakkeran.&lt;br /&gt;
&lt;br /&gt;
As he spoke the Word to the people of Zakkeran Sassur said, &amp;quot;All who believe shall live together and hold everything in common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And they began selling their property and possessions and distributing the proceeds to everyone as anyone had need. All the believers were one in heart and mind. No one claimed that any of their possessions was their own, but they shared everything they had.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Unathi&amp;diff=2484</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Unathi&amp;diff=2484"/>
		<updated>2024-02-06T02:27:40Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Abridged History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesBox|name=Unathi|image=Unathi.png|playable=Yes|whitelisted=No|height=5&#039;5&amp;quot; to 7&#039;1&amp;quot;|lifespan=70 to 120 years.&amp;lt;br&amp;gt;{{Tooltip|text=Or over 1000?|tooltip=&lt;br /&gt;
Specifically,&lt;br /&gt;
* 70 years naturally.&lt;br /&gt;
* 120 years with life extension.&lt;br /&gt;
* 1,000+ for Hal-Aman &amp;quot;The Mad&amp;quot;, a God-King obsessed with cloning and eternal life.&lt;br /&gt;
}}|system=Bomus|planet={{Tooltip|text=Moghes &amp;amp; More |tooltip=&lt;br /&gt;
Other major inhabited planets:&lt;br /&gt;
* Yzali (Bomus System)&lt;br /&gt;
* Zakkeran (Bomus System)&lt;br /&gt;
* Haven (Myishu System)&lt;br /&gt;
}}|language=Mhos-Tum, Yalz-Tum, Anglikirtan|theme=a15025}}The Unathi are a space-faring species of humanoid reptiles standing from six to seven feet tall on average. They have a passing resemblance to Earthen crocodiles. They hail from the star system of &#039;&#039;&#039;Bomus&#039;&#039;&#039; with their home-world of &#039;&#039;&#039;Moghes&#039;&#039;&#039; as well as the planets of Yzali, Zakkera, and Haven. Each planet has a unique culture and history, though they have their broad archetypes. Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Yzali is a home of  wealth and prestige, where progress is worth any sacrifice. Zakkera is a home of liberty-in-waiting, as its people seek to shake off the oppression of Moghes and Yzali and find their own way to follow the message of God.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
Unathi have no job restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Languages &amp;amp; Accents ===&lt;br /&gt;
Unathi have a diversity of hundreds of languages, but there are three that form the majority and are over-represented in the wider stellar community, and as such as the only three available in character-creation, and their respective accents. Bear in mind the accent&#039;s anachronistic names are subject to change in the future as the server develops. The NH local name is in parenthesis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mhos-Tum=&lt;br /&gt;
Spoken on Moghes and is associated with the planet and its conservative noble elite. Aside from new terminology being introduced this language remains relatively unchanged from the time of the ancient God-Kings called Ensi, and as a result it’s difficult to learn. Its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queendom (Halz Commoner)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The nearly-iconic intonation attributed to someone of the lower class of the regions ruled over by the infamously cruel and mad God-King Hal-Aman. It is rarely heard outside of Moghes, as few escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torn Cities (Halz Noble)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the upper class under the rule of the infamously cruel and mad God-King Hal-Aman is one that has traditionally grown from the guttural intonations and physical gestures of Mhos-Tum. Where the Upper Class accent differentiates itself from the commoners, however, is in its clarity and volume, as the fierce commands of the cruel God-King&#039;s servants are often given amidst chaos. The accent has also become known as a commanding one rarely seen outside of this God-King&#039;s domain, due to historical use and its direct pronunciation and volume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai (Akran)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the God-King&#039;s Warrior Caste of Akran is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion.&lt;br /&gt;
&lt;br /&gt;
|-|Yalz-Tum=&lt;br /&gt;
Spoken on Yzali and is associated with the planets luxuriates, Trade-Princes, and modernity. It evolved from the language families of the Trade League that settled the planet. There are hundreds of dialects across the planet, but all of them are, more or less, mutually intelligible. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The accent commonly attributed to the cybernetic soldiers of the Yzali Tech-Princes. Commonly said to lack accentuation and intonations, owing to the occasional implants of questionable quality having some influence on speech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Peasant (Commoner Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A guttural, deep accent, the accent of the masses of Yzali has heavy Yalz-Tum inflections and is closely tied as the language that has most often been spoken on their planet. Commoner Yzali is a derivative of High Yzali and can sound similar to that accent to the untrained ear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Noble (Princely Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A slow, droning and guttural accent, with heavy physical movement involved, the noble accent of the glittering cities of Yzali has remained unchanged for centuries, passed down their ancient lines. While it sounds similar to the accent of Yzali commoners or the Southern accent, most with a noble&#039;s education would be able to clearly tell the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Peasant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Centuries of trade and immigration thanks to their more benevolent Tech-Princes have shaped the Yzali Southlands accent into an odd blend of sounds from many regions and languages. The result is a sharp, nasal and rapid-paced accent, where the original influences can be vaguely heard to a keen listener. The fast manner of speech and the general energy with which it is spoken is one of the first things that comes to mind from an outsider when considering the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Noble (Princely Southlands)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Yzali Southlands nobility is somewhat slower than that of the peasants, as it has remained less changed by migration to the region and thus is still heavily tied to the main Yzali accent. While it has diverged from the original accent of the Yzali nobility, it is closer to that than the fast-paced speech of the peasants. The Yzali Southlands noble accent is widely considered pleasing to the ear, with some merchants and bards attempting to mimic it to aid in their own business when dealing with the southern Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
|-|Anglikirtan=&lt;br /&gt;
Spoken on Zakkera by its population of Human and Unathi. It began as a conlang between the Unathi and Humans present on the planet. It’s associated with the planet&#039;s radicalism, free-spirit, and alien customs. It has only a handful of dialects, but all of them are intelligible to one another. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Peasant (Nomad Pacifist)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This gravelly dialect is often associated with the Sassurian pacifists and their settled regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Noble (Nomad Militant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This guttural, droning dialect is often associated with the Militant Sassurian Communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai Noble (Anglisassur)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent that is considered the purest form of Anglikirtan, though it commonly carries a slow and monotone sound to it when spoken by most that do not understand its cadence. This accent is considered the accent of a scholar of the Sassurist Bible as when properly utilized to preach it, it makes the best use of its inflections and language. Speakers of Sol Common often believe it to sound familiar.&lt;br /&gt;
&lt;br /&gt;
|-|Special Cases=&lt;br /&gt;
&#039;&#039;&#039;Unathi Spacer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While both the Tech-Princes of Yzali and the God-Kings of Moghes have both always been capable of Space Travel, the formation of the Hegemony was the only way for the Unathi people to achieve interstellar travel. Naturally, then, most Spacers and Unathi colonists on distant worlds speak their native tongue depending on origins. Details of the spacer accent vary between communities, \but these Unathi pioneers generally speak with a surprisingly softer tones than most accents, an accent morphed over time from isolation in space. Rumors say that it is to save every bit of energy while working on developing new colonies, or living in ships for extended periods of time.&amp;quot;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hegemony ==&lt;br /&gt;
There are four recognized factions of Unathi who tend to despise the others: Mogheans, Yzalians, Zakkerans, and Aut&#039;akh. However their ancient rivalries are kept contained enough for all four to be members in &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;, an extremely loose alliance between the three primary worlds within Bomus. The Hegemony obligates all three worlds to come together if any are attacked by an alien power, and a single unified set of stellar law is implemented for &#039;&#039;&#039;Bomus&#039;&#039;&#039; star system and its surrounding stars, but otherwise cooperation ends there. Violence and contempt are still common between the powers; the only exception are the Aut&#039;akh and Sassuriites whom share common goals and origins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-| Moghean Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
With the people of Moghes following ancient God-Kings called &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Moghean Unathi speak &#039;&#039;&#039;Mhos-Tum&#039;&#039;&#039; and their worship of their God-Kings is called &#039;&#039;&#039;Ensi Worship.&#039;&#039;&#039; The God-King and his court have access to advanced technology used almost exclusively to awe and cow the lower classes. Scholars and clerks, by begrudging necessity, gain access to technology in controlled ways to maintain the realm. Most of the common folk are kept in squalor and ignorance but consider themselves to be extremely well-off due to Ensi propaganda. Those that have an unshakable feeling that something is wrong tend to slip through the cracks of the rare, heavily policed space-ports on the surface that the Ensi rely on to trade with the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Moghean &#039;&#039;&#039;music&#039;&#039;&#039; is a tightly controlled affair. Only special courtiers within a God-King’s court may play music, primarily string, and it must be a hym to the God-King. Anyone outside the palace caught playing music would be sacrificed to the God-King. Because of this, many Moghean Unathi only hear legitimate music that echoes down from the massive ziggurats through the streets. Those that sing without their masters permission must do so in highly secret underground venues, or via the hushed lullaby of a mother.&lt;br /&gt;
* The moghean &#039;&#039;&#039;family&#039;&#039;&#039; is a strict hierarchy. The God-King is the father of any household, and in their telling is the one that gave the spark of life to the egg. The parents in a household are subordinate to their God-King and his bureaucrats. Nevertheless, the Moghean “family” is usually polygamous in character. A female or male can take up to three additional spouses, with the God-King’s court deciding the Chief-Husband or Chief-Wife that will “rule” the household in the God-King’s name. This creates extended families, and all of them tend to live in the same home divided between the quarters of the children and the quarters of the adults.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039; on Moghes universally revolves around the &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Its followers are called Ensiites. These Unathi are seen as God-Kings that rule Moghes. They are intermediaries between the Cosmos and the people. The Ensi own all of the land on Moghes, enact laws, collect taxes, and command their armies. An Ensi officiates over religious ceremonies and chooses the sites of new temples. They are ultimately responsible for maintaining cosmic order, balance, and justice. It is sincerely believed by followers that the Ensi can hear their prayers and intervene in their daily lives, and that by continuing to perform good service that the Ensi will bless them with good fortune. The Ensi reinforce this by using high-technology that to the masses made to appear like divine forces.&lt;br /&gt;
&lt;br /&gt;
Hartists characterize the Ensi as irrationally inflexible and ignorant in their beliefs. With Ensi needing to convincingly portray themselves as divine it is necessary.to keep individuals in ignorance and thus harming the Divine Ego of countless people.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Moghean Unathi on the ship may be commoners or low level functionaries that escaped unfulfilling lives of servitude to a false God; a scholar that sought to question the unquestionable; a nobleman fleeing in disgrace or for the crime of believing in a better life for their underlings, or a simple citizen that wanted to see the wider galaxy while still worshiping the God that watches over their lives while walking among them.&lt;br /&gt;
&lt;br /&gt;
|-| Yzali Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Yzali is a home of wealth and prestige, where progress is worth any sacrifice. The Techno-Princes that rule its many city-states are locked in a bitter rivalry with their antithesis of the Moghean Unathi and try to exploit the human-unathi people of Zakkeran. Yzalian Unathi speak &#039;&#039;&#039;Yalz-Tum&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Hartism&#039;&#039;&#039;. Yzali see advanced technology and wealth as ubiquitous - but often at a distance as Techno-Princes and wannabe Princes hoard their secrets. Acting as technocratic merchants, the Techno-Princes are obsessed with their own wealth, prestige, and knowledge and consider everybody else as expendable assets - no matter how well treated that asset is.&lt;br /&gt;
&lt;br /&gt;
==== Culture &amp;amp; Family ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;music&#039;&#039;&#039; is as derivative as it is esoteric. It focuses on glamor,  with chopped up and repackaged songs that possess an emptiness beneath an uncanny sheen. Yzali musicians ruthlessly sample and outright steal samples or whole songs from other artists from any genre or era and use it as a means to express their own skill and intelligence. Electronic sounds could be mixed with ancient Moghean strings, and the vocals serve as a self-indulgent biography of the musician.&lt;br /&gt;
* The Yzali &#039;&#039;&#039;family&#039;&#039;&#039; is a field of subterfuge, betrayal, and competition. Two Yzali could see a created family as a way to show off their skills as a parent for political or social ends, an investment in the children as economically productive agents legally bound to them as employees, or as part of a long-running psychological experiment on themselves, one another, or the hatchlings. There is rarely any love inside a Yzali marriage; it is strictly conceptualized by a Yzali in terms of how it benefits themselves. Divorces are as common as they are bitter, with both spouses trying to find the best moment to ‘betray’ the other for maximum personal gain. Other Yzali who try to reject this model tend to form found-families that operate outside the legal definitions.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;religion&#039;&#039;&#039; is dominated by &#039;&#039;&#039;Hartism&#039;&#039;&#039;, its followers called &#039;&#039;&#039;Hartists&#039;&#039;&#039;. It is a philosophical school founded by &#039;&#039;&#039;Mottus Harti&#039;&#039;&#039; in the 2300’s after &#039;&#039;&#039;The Disaster.&#039;&#039;&#039; Wherever Moghean Ensi distinguishes between body and soul - or matter and spirit - Hartists deny such a distinction and merge both in a higher unity: the Self. This belief is often shorthanded to the ‘Divine Ego’. A Hartist must judge every action by the merit of how it improves their own ego - or self.Thereby cultivating knowledge of the universe, increasing expertise, expanding knowledge, and dominating others in ways that increase the value of the Self are held up as the supreme divine good. Critics characterize the Hartists as selfish, ignoring the duty of serving the public and caring only for personal concerns. They point out that under Hartism that Yzali has become a hedonistic haven that regularly conducts unethical scientific research and exploits entire groups of people for personal gain.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Yzali Unathi on the ship could be workers fleeing their exploitation, escaped cybernetic servants called &#039;&#039;&#039;Akran&#039;&#039;&#039; trying to make a new life for themselves, merchants pushed out of business and forced into exile, a prestigious scientist looking for more fame and wealth, or simply someone that managed to work their way off-world.&lt;br /&gt;
&lt;br /&gt;
|-|Zakkeran Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Zakkeran is a home of revolution, as both the other worlds of Moghes and Yzali work to dominate it, and in rejecting both its human-unathi people work to find their own way. Zakkerani speak &#039;&#039;&#039;Anglikirtan&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Sassurism&#039;&#039;&#039;. Their religion is syncretic, having melded together teachings from crash-landed human Jesuit missionaries whose teachings were interpreted through the animated and fervent religious leader named Sassur. Being the weakest member of the Hegemony, their world is being colonized by the heavily armored sword and gun wielding &#039;&#039;&#039;Niksum-Warriors&#039;&#039;&#039; from the Moghean Ensi and the cybernetic &#039;&#039;&#039;Akran&#039;&#039;&#039; soldiers of the Yzali Techno-Princes. With the two colonizing powers fighting each other and the locals, Zakkerans have formed a radical religious anarchism that claims God is the only rightful authority over mortals. To aid this and their own survival, they share their goods and property in common, and are divided between the pacifists and the militants. Most Zakkerans live in semi-pastoral communities, remaining mobile to avoid the roaming bands of hostile soldiers that would abduct or enslave them. They have an extremely eclectic mixture of lifestyles and technological accessibility, as the planet brings in the detritus of cybernetic experiments from Yzali as well as simple peasant farmers from Moghes.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Zakkeran &#039;&#039;&#039;music&#039;&#039;&#039; tends to focus on a mix of horns and percussion instruments. The most common genres are religious hymns or secular instrumentals. Music infuses much of Zakkeran life, with many enjoying the choirs that wander on foot to bring music to the whole community.&lt;br /&gt;
* The Zakkeran &#039;&#039;&#039;family&#039;&#039;&#039; can be either monogamous or polygamous; the only strict marriage laws are to protect the rights of all involved - the spouse or the hatchlings. Extended family units tend to live together. Because of the high mortality rate due to their world&#039;s many troubles, adoption and found-families are extremely common.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Zakkeran religion revolves around &#039;&#039;&#039;Sassurism,&#039;&#039;&#039; which melded together Sassur’s interpretation of the gospels taught by Jesuit missionaries. Its primary belief is in a monotheistic God that rules the universe. It says that the Prophets present in the many faiths came to empower individuals and free people from oppressive powers, culminating with the Unathi prophet &#039;&#039;&#039;Sassur&#039;&#039;&#039; as God’s final emissary. It is primarily divided between Pacifist Sassurites and Militant Sassurites.&lt;br /&gt;
** Pacifist Sassurites believe that the only rightful authority is God, not any mortal, and as such all mortals have equal authority. Because of this Pacifist Sassurites tend to organize along egalitarian lines in small communes with decisions made democratically. They face frequent violence from incursions by Moghes and abductions by Yzali, but its communities hold firm to the Golden Rule. Disavowing violence these communities respond to their oppression by becoming semi-pastoral, dispersing into the mountains and forests to build their communes. Where this isn’t possible other forms of nonviolent resistance are encouraged.&lt;br /&gt;
** Militant Sassurites follow most of the same precepts as the pacifists, but reject the dogma of nonviolent resistance. Militant Sassurites are strongly influenced by Christian martyrs and its followers venerate dying for the faith. While also organizing themselves into communes, militant Sassurites often operate as roaming armies that stage hit-and-run attacks on Moghean and Yzali areas. Not all militant Sassurites want to be martyrs; a more mundane follower would justify violence in response to violence but is not necessarily ready to die for that belief.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Zakkeran Unathi (or humans) on the ship could be common folk that took the job to send remittance back to their family and community. They could be religious exiles, having been forcefully expelled by the occupiers. They could be refugees seeking to escape the turmoil wracking their home, or having lost their home entirely. They could be missionaries, seeking to spread the word of God and the message of freedom taught by His Prophet Sassur.&lt;br /&gt;
&lt;br /&gt;
|-|Aut&#039;akh Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The Aut’akh are a collective of mind-slaved cybernetic soldiers and serfs called &#039;&#039;&#039;Akran&#039;&#039;&#039; that escaped their servitude and formed a community together over the last few centuries. Aut’akh &#039;&#039;&#039;languages&#039;&#039;&#039; are primarily Yalz-tum, followed by Anglikirtan. Their primary religion is &#039;&#039;&#039;Oss-Worship&#039;&#039;&#039;, with Sassurism being the second most professed faith.  They live on Zakkeran primarily within a sprawling dome complex called Haven 47 miles deep in a remarkably deep trench.&lt;br /&gt;
&lt;br /&gt;
* The Aut’akh in Haven live in a Commune with a leaderless society. While most resources are shared communally, scarce luxury goods are bought with conventional money, and money and resources primarily used otherwise in relations with other factions.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;music&#039;&#039;&#039; is highly eclectic. It borrows from the Yzali and Zakkeran traditions, but tends to be a communal affair. With particular Implements, Aut’akh music can even be experienced through synesthesia, where the audience can see, hear, smell, and taste the music.&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;families&#039;&#039;&#039; are either monogamous or polyamorous. There are still mechanisms for marriage, with engaged members ceremoniously updating their relationship status within the Mesh. Because they remain connected via the Mesh, families tend to remain physically scattered across Haven and rarely live or work together except for special occasions, though others appreciate the proximity of their loved ones.&lt;br /&gt;
&lt;br /&gt;
==== Augmentation ====&lt;br /&gt;
Aut’akh range from “Full Body Prosthetics” where all but the brain have been replaced with synthetic components, or augmentation which still retain elements of their organic body. In either case the Yzali Tech-Princes used a highly refined regime of drugs and implants that boosted their abilities and acted as a form of mind-control. Because they were forced into these bodies not of their choosing, escaped Aut’akh face a unique challenge in coming to terms with themselves and who they are in the cosmos. Many turn to Zakkeranism and follow the prophet Sassur, while others adopt the faith of their former masters and become incredibly self-absorbed and self-aggrandizing. Still others take on a third way – embracing community and identity through Oss.&lt;br /&gt;
&lt;br /&gt;
Some Unathi who were not forced into Aut’akh bodies are drawn to the augmentations for their own reasons, and choose to abandon their organic body in part or whole and integrate themselves willingly to Oss. While some who escaped the Yzali resent this, others are eager to grow their community beyond being exclusively castaways, and are eager to reinvent themselves on their own terms.&lt;br /&gt;
&lt;br /&gt;
==== Oss and The Mesh ====&lt;br /&gt;
The combined expression of all Aut’akh in &#039;&#039;&#039;Haven&#039;&#039;&#039; is called &#039;&#039;&#039;Oss&#039;&#039;&#039;, which is an avatar of all Aut’akh in cyberspace. For Aut’akh that believe in it, Oss is almost a religious avatar, if not at least a figure of reverence.&lt;br /&gt;
&lt;br /&gt;
When the first Aut’akh descended in the abandoned Pre-Disaster submarines, they found a fully automated, sprawling complex that had been self-maintaining itself for the past several centuries. The technology was based on Pre-&#039;&#039;&#039;Disaster&#039;&#039;&#039; Yzali tech, and they were able to integrate themselves into the systems and eventually their collective connection within the operating system gave rise to what appears to be a sentient AI, or arguably a collective consciousness, called &#039;&#039;&#039;Oss&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Oss was originally a colony management system, although every major component of the original Oss software has been replaced or improved over the years.&lt;br /&gt;
&lt;br /&gt;
In functional terms, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor,&#039;&#039;&#039; also connects an Aut&#039;akh to &#039;&#039;&#039;the Mesh.&#039;&#039;&#039; The Mesh is best described as a mental form of the internet that works on any device that runs Oss. Through its use, Aut&#039;akh can share experiences and collaborate on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh’s most esteemed coders are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
&lt;br /&gt;
===== Oss and Consciousness =====&lt;br /&gt;
It has been debated whether Oss is either the manifestation of the collective consciousness of the Mesh, or an individual AI that naturally and spontaneously arose. It has form in the digital space from data input, the ability to feel from that form, the ability to perceive the world through Aut’akh’s eyes and bodies when connected via the Mesh, and possesses mental activity with its calculations and spontaneous Decrees. Whether or not it possesses consciousness is the major sticking point of the debate.&lt;br /&gt;
&lt;br /&gt;
===== Decrees =====&lt;br /&gt;
In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Oss itself. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past: with Oss being the sum of all Aut’akh, moments of great societal stress might have Oss reflect the collective demand for action back at the commune.&lt;br /&gt;
&lt;br /&gt;
===== Oss in Daily Life =====&lt;br /&gt;
Oss does not communicate with followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
&lt;br /&gt;
===== The Implements =====&lt;br /&gt;
Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When running, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with others also connected to their local Mesh network. The program overlays their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been described as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement. It’s a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by Akran still mind-slaved by the Tech-Princes. The Tech-Princes have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abridged History ==&lt;br /&gt;
Unathi history is extremely ancient, and is therefore divided into several &amp;quot;ages&amp;quot;. The specific date of eras are not strictly important until events of modern times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt; &lt;br /&gt;
|-|Archaic Bomus (25,000 BCE)=&lt;br /&gt;
Moghes had forever been ruled by Unathi who have set themselves up as living gods that ruled collections of city-states, and society was built around them. They were called the &#039;&#039;&#039;Ensi&#039;&#039;&#039;. The Ensi were resisted by a successive series of civilizations, scholars, and inventors that worked to proliferate their knowledge and the dream of progress. This struggle played out for twenty thousand years.&lt;br /&gt;
&lt;br /&gt;
|-| Old Bomus (2000 BCE)=&lt;br /&gt;
Eventually, one of these leagues managed to colonize &#039;&#039;&#039;Yzali&#039;&#039;&#039;, the second habitable planet in the system. In retaliation the Ensi destroyed the colonizers&#039; cities on the homeworld and the colony was left to itself. The colonists on Yzali, despite being abandoned, proliferated and became a well-organized, complex technocratic nation that exploited the planet and each other in a relentless drive for what they defined as progress.&lt;br /&gt;
&lt;br /&gt;
After surpassing its home world, Yzali dominated the &#039;&#039;&#039;Bomus&#039;&#039;&#039; system with advanced technology including android and cyborg soldiers called &#039;&#039;&#039;Akran -&#039;&#039;&#039; the precursor of modern Aut&#039;akh. With its own biosphere tapped out by the end of the era, Yzali &#039;&#039;&#039;Techno-Princes&#039;&#039;&#039; colonized the barren world of &#039;&#039;&#039;Zakkeran&#039;&#039;&#039; and terraformed it, and then eventually turned with the power of two worlds to dominate the old home world of Moghes, disrupting the rule of the Ensi with high technology.&lt;br /&gt;
&lt;br /&gt;
By the 1600&#039;s CE, with the Yzali ascendant and masters of the solar system, the Tech-Princes that ruled the nascent new solar power sought ever-increasing ways to improve themselves. Breakthroughs in mind-mapping allowed true cloning and potential immortality. But after the harrowing discovery of Clone Madness, Tech-Princes banned the practice in their realms, not wanting either for a mad clone to ruin their future plans, or to themselves suffer the descent into madness. Only the most vain Ensi of Moghes took in the practice, leading to the one-thousand+ year reign of &#039;&#039;&#039;Hal-aman “the Eternal”&#039;&#039;&#039; - also known as &#039;&#039;&#039;Hal-aman “The Aberration”.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the late 1900&#039;s, shortly before the coming apocalypse of The Diaster, yet another automated colony ship was dispatched to a barren world called Myishum orbiting a neighboring white dwarf in a trip that would take two thousand years - just in time to reach its destination when The Disaster struck.&lt;br /&gt;
&lt;br /&gt;
|-|The Disaster (2000 CE)=&lt;br /&gt;
Around &#039;&#039;&#039;2000&#039;&#039;&#039; CE by sol reckoning, a massive solar flare wiped out the nascent solar Yzali empire, casting them into the role of techno-barbarians while Moghes, with its Ensi well equipped to rule over a technological backwater, enjoyed a resurgence of power in the otherwise post-apocalypse as Yzali rebuilt a new layer over the ruins. Only technology stored in secure caches or otherwise shielded remain spared, and in modern times are called Pre-Disaster Tech. This technology can do wondrous things akin to magic.&lt;br /&gt;
&lt;br /&gt;
|-|Middle Bomus (2300 CE)=&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;2300’s&#039;&#039;&#039; arriving colonists, mostly Jesuit missionaries, encountered the system in a damaged and decrepit colony ship, long since cast adrift by an errant solar flare. Rejected by Moghes and fearing inhumane exploitation by Yzali the majority escaped to Zakkeran, joining the Unathi inhabitants there to form a new syncretic culture. Eventually the Prophet Sassur escaped Moghes and became a translator for the Jesuit mission on Zakkeran. He eventually became a religious leader and then Prophet, galvanizing the Zakkeran population against the colonizers, managing to survive until eventually passing of old age.&lt;br /&gt;
&lt;br /&gt;
In this same era a group of Aut’akh stole a small fleet of Yzali trade ships, faking its loss in a pirate raid and fleeing to the world of Zakkeran where they would eventually find Haven.&lt;br /&gt;
&lt;br /&gt;
|-|New Bomus (2400 CE - Present)=&lt;br /&gt;
In modern times Yzali has once again become a hedonistic technocracy, where ambitions tend to be tempered by luxury while merchants and scientists obsess on lost technology from before &#039;&#039;&#039;The Disaster&#039;&#039;&#039;. Moghes continues to resist change as best it can, working to increase the Ensi’s power to better enforce its conservative order. Caught in the middle, Zakkeran struggles to find a new way, with radical and revolutionary visions sweeping through the planet as its syncretic human and Unathi culture works to throw off the two powers and go their own way, while the Aut&#039;akh continue to seperate themselves from the entire messy affair with distance and detachment.&lt;br /&gt;
&lt;br /&gt;
While the four nations had learned of alien life through the arrival of the lost Jesuit missionaries in the Middle Bomus, the arrival of formal expeditions from the other spacefaring powers led to Unathi emissaries being brought out to the wider galaxy. The shock at seeing the sheer size and breadth of the galactic community (and their warships) shook the emissaries to their core. When they returned the Yzali, Moghean, and Zakkeran emissaries spent over a decade hammering out an extremely tenuous and in-name-only alliance between the three planets called &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-|Present Day=&lt;br /&gt;
&#039;&#039;&#039;Moghes&#039;&#039;&#039; has incredibly complex and shifting realms of city-states and realms. However half of the planet has been conquered by Hal-aman and his hive-mind of clones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yzali&#039;&#039;&#039; is technically a single world government, but in reality its glittering cities - which can even float across the sky or web their way under the oceans - are ruled by petty, vindictive, paranoid, and utterly self-obsessed Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
Zakkeran remains a world of semi-nomadic communes that share the world with colonizing Moghean and Yzali powers, and work to assert themselves and establish a new shining city on a hill.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh remain aloof and distant, technical members of the Hegemony but unwilling to provide much cooperation to their former slavemasters. They seek to continue taking in the unwashed masses yearning to be free - and protected by twenty thousand kilometers of deep ocean.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
* Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
* Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
** Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
* Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
* Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
* Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
* Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot; You can also Toggle-Auto-Hiss to do this for you.&lt;br /&gt;
* Unathi can sample the air with their tongue and get an accurate sense of the atmospheric composition and temperature.&lt;br /&gt;
* Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Zakkeran Lore Books ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Sassur’s Epic - Book of Sanu(1)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After Hal-Aman conquered the city-state of Sanu and killed its patron God-King, as well as Sassur’s mother who had been a chariot-rider in the final battle, Hal-Aman punished the city for its resistance and spoke a spell which turned every newborn within the city to ash. Sassur’s father, an attendant of Sanu’s former God, protected the newborn Sassur by placing him in a sealed chamber within the palace. Outside Hal-Aman spoke again and the palace was brought down to rubble, killing Sassur’s father. Sassur was found later by a slave digging up the rubble and spirited away to safety.&lt;br /&gt;
&lt;br /&gt;
Sassur was raised secretly within the court of Hal-Aman by his slave mother Milika until he was old enough for her to convincingly lie that Sassur had been born shortly after Hal-Aman’s conquest, thus spared from his spell. He gained the attention of one of the local four Hal-Aman; part of the ruling immortal hivemind of Hal-Aman clones. He is trained as a scribe and attendant within the floating pyramid that serves as the local Hal-Aman’s palace and city garrison and is known to be pleasant and friendly. Years later Sassur witnessed Hal-Aman lose his temper at a group of slaves and speak a spell which caused half of the slave quarter of the city to fall dead. Deeply disturbed Sassur fled the city-state into the countryside.&lt;br /&gt;
&lt;br /&gt;
During his flight from the city he met a band of travelers that had fled different cities throughout Hal-Aman’s domain and together they journeyed to a relic from Old Bomus, over 400 years ago. After a month-long journey the group discovers the relic and begins to repair it to make their escape. A night during this Sassur has a dream in which an unfamiliar voice reveals itself to be God and commands him to return to Sanu and rescue the people and gave him the words to bid them to follow. God told where Sassur would find a ring that would protect him from Hal-Aman’s power. Waking from the dream Sassur told his companions and left to return to Sanu.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Diaspora(2)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
When Sassur was moving through the mountains and forests to return to Sanu, he found the ring that God spoke of in his dream, discarded at the bottom of a stream. Sassur donned it and knew that he would be safe from Hal-Aman’s power. Returning outside the city Sassur found a gathering of other people of Sanu. Sassur spoke the words that the Lord had told him and the people believed; and bowed their heads. Yet others were fearful and asked how Sassur could save the others still behind the walls.&lt;br /&gt;
&lt;br /&gt;
Sassur told them to pass through the gates and gather the people of Sanu and escape as he dueled with Hal-Aman who would be distracted in rage against Sassur. So Sassur approached the walls and Hal-Aman, in his rage, spoke spells on Sassur to put him to death. Sassur sat on the ground at the gate and prayed. Spell after spell was cast against Sassur by six Hal-Aman’s as the people of Sanu made their escape. The people saw the sky split open over Sassur and the ground around him buckle, and streaks of fire erupt from Hal-Aman’s pyramid and swarms of locusts swarm around Sassur. But in all this Sassur stayed in quiet prayer, untouched and protected by the Lord.&lt;br /&gt;
&lt;br /&gt;
When the people of Sanu were gone into the mountains and forests Sassur rose and spoke the words of the Lord in a tongue unknown by any who heard: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The sound of music shall not be heard in you anymore. No craftsman of any craft shall be found in you anymore, and the sound of a millstone shall not be heard in you anymore. The light of a lamp shall not shine in you anymore, and the voice of bridegroom and bride shall not be heard in you anymore. Sanu is fallen, to rise no more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And so Hal-Aman looked down upon the empty city and in rage tore open the ground and cast it into the earth, and by the time he was done Sassur had already lead the people of Sanu into the wilderness.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Arrival(3)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
Sassur led the people to the relic and they boarded it and escaped Moghes, traveling to the fabled planet of Zakkeran where Unathi lived free. During the trip which took many tendays, the people demanded that Sassur become their new Ensi so they could live as they had before Hal-Aman’s arrival. Sassur was disturbed and refused, and prayed to God. God told Sassur of one of God’s earlier disciples Zamiel and gave Sassur the words that Zamiel spoke. He said, &lt;br /&gt;
&lt;br /&gt;
“This is what the Ensi who will reign over you will claim as his rights: He will take your sons and make them serve with his chariots. Some he will assign to be commanders, and others to plow his ground and reap his harvest, and still others to make weapons of war. He will take your daughters to be perfumers and cooks and bakers. He will take the best of your fields and vineyards and olive groves and give them to his attendants. He will take a tenth of your harvest and of your vintage and give it to his attendants. Your male and female servants and the best of your livestock will take for his own use. He will take a tenth of your flocks, and you yourselves will become his slaves.&lt;br /&gt;
&lt;br /&gt;
The people feared the return of tyranny and spoke no more of it.&lt;br /&gt;
&lt;br /&gt;
When they arrived at Zakkeran, the relic brought them safely to the surface outside a large forest who’s trees were taller than any had ever seen. The people of Sanu were shocked to see Unathi come from the community, and feared ones that looked to be made of metal. Sassur had great difficulty speaking to the locals who had another language, and Sassur asked the people of Sanu for five of its best translators. The people chose among themselves five volunteers and got to work communicating with the locals.&lt;br /&gt;
|-|Sassur’s Epic - Book of Divulgence(4)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After making peace with the community of Zakkeran and learning their language, Sassur and the people of Sanu he led from Moghes lived with them for many years. Then one day a radionathi exclaimed that he heard strange voices coming from the sky that was not any language heard before. Sassur and others came to listen. They soon learned that men from another star sought shelter, as their ark was ancient and falling to pieces. Moghean Ensi offered to take them in if they would become slaves and attendants. The hedonistic Tech-Princes of the planet Yzali promised to shower them in hedonistic luxury if they came there. But Sassur warned them that the Yzali would make them slaves and turn their bodies to metal. So the men came to Zakkeran.&lt;br /&gt;
&lt;br /&gt;
The men emerged and proclaimed themselves Jesuits from a distant star called Earth and they had gotten led astray on the long journey, but now wanted to spread the word of God. Sassur was shaken to hear their words and he remembered the words of this God speaking to him and helping him free his people from Sanu. So Sassur asked the community to take them in and they agreed, and the Jesuits created a community and through Sassur translated the word of God for the people of Zakkeran.&lt;br /&gt;
&lt;br /&gt;
As he spoke the Word to the people of Zakkeran Sassur said, &amp;quot;All who believe shall live together and hold everything in common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And they began selling their property and possessions and distributing the proceeds to everyone as anyone had need. All the believers were one in heart and mind. No one claimed that any of their possessions was their own, but they shared everything they had.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Eridani_Corporate_Alliance&amp;diff=2483</id>
		<title>Eridani Corporate Alliance</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Eridani_Corporate_Alliance&amp;diff=2483"/>
		<updated>2024-02-06T02:15:17Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Non-Humans */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Eridani Corporate Alliance, often referred to as Eridani for short, is a series of relatively independent Solarian systems that enjoy almost total economic and relative military freedom from the rest of the alliance of states that forms Sol. Eridani can instead be considered a form of special economic zone that exists due to its convenience for the rest of the Spur, which in turn allows the corporations within to largely skirt past criticisms of their human rights violations and caste system by virtue of being economically beneficial to the rest of the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Originally sold for the purposes of establishing a port and warehouse to [[Charon Shipping Services]] in 2203, initial surveys of Epsilon Eridani appeared grim for profit. Only one planet was confirmed to have existed, the gas giant Aegir with a sole moon. While another planet was theorised, upon arrival this was proven not to be the case, however a much more important discovery was made by the Charon Eridani Fleet: The moon of Aegir was, in fact, habitable. A rudimentary biosphere had led to an atmosphere equivalent to the top of a tall mountain, ever-so-slightly thinner than average. &lt;br /&gt;
&lt;br /&gt;
With this discovery came immediate colonisation by Charon, who in turn contacted numerous notable corporations with the intent to sell plots of land, mineral rights and shipping services. Many historians theorise that this was done in an attempt to legitimise the relative newcomer to space amongst its new peers, as well as create ties that would form the foundation of the new system’s unique status in Spur-level politics.&lt;br /&gt;
&lt;br /&gt;
While initially colonised with the intent to be owned by Charon Shipping Services, the growing corporatocracy quickly found itself growing too large and complex for a single, relatively junior corporation to effectively manage. While logistics may have been the speciality of Charon, they lacked the political clout or hard power to enforce their claim upon the planet. In their place, and to avoid the minor skirmishes between security forces related to various corporations that were beginning to erupt in 2228, The Council of Eight was formed. This council of eight positions, dictated by the ownership of regions of land on the moon of Aegir, became the de-facto government for the planetoid.&lt;br /&gt;
&lt;br /&gt;
Over time, The Council of Eight has had a series of small scale wars erupt between corporations for the seats of power in which it contains, with vast swathes of land being economically repurposed in arbitrary treaties that the inhabitants had little to no say in. To combat this turmoil, eventually The Council of Eight elected that positions are eternal, and may only be opened through either purchase or the forced removal of a seat by a unanimous vote of all other council seats. The last time the seats changed was in 2490, giving the largely run-down southern arctic region of District 8 to Einstein Engines. This transfer was met with controversy from much of the dreg population, with fears of the heating infrastructure going even further unmaintained under new leadership leading to a borderline revolution.&lt;br /&gt;
&lt;br /&gt;
During what is now referred to as the Thermostat Revolution, the transfer of power between Einstein Engines and Zeng-Hu collapsed due to the total lack of military power owned by either corporation. In an attempt to prevent the budding revolution from potentially spreading further, the corporations that made up The Council of Eight put aside their differences temporarily, redirecting every mercenary group under their employment to suppress riots, arrest organisers and violently put down the revolution in such a manner that any non-corporate entity would be brought up on various human rights violations. Following this, The Council of Eight voted unanimously to create a semi-regulated body for the employment of mercenaries, who in times of no-contract would act as the de-facto military for the Eridanus Cluster.&amp;lt;blockquote&amp;gt;&#039;&#039;“The modern Eridani Corporate Alliance is not too alien from the Corporate Alliance of the past, in a form of simultaneous stagnation and inflation. The more things change, the more entrenched certain conventions become; dregs remain the oppressed underclass, corporates remain in splendour and the corporations that influence every aspect of life become nations unto the worker. The Thermostat Revolution may soon become a distant memory, rather than a cultural touchstone of the Dreg Worker.” - Julian Bertrand, Philosopher and Economist, 2540&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
Eridani’s government is largely represented by the Council of Eight - Eight representatives from various megacorporations. Each seat in the Council is tied to a sector, which the chairman’s corporation has full control over. While discussions have been made in the past to expand the number of sectors, this naturally has not come to fruition out of fears of decreased power on the moon. Each sector has also been given an informal name to make conversation easier. Currently, each sector is assigned to the following corporations:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sector 1&#039;&#039;&#039; (Luxembourg) - [[Idris Incorporated]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sector 2&#039;&#039;&#039; (Canaria) - [[Hephaestus Industries]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sector 3&#039;&#039;&#039; (Monaco) - [[Idris Incorporated]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sector 4&#039;&#039;&#039; (Panama) - [[Charon Shipping Services]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sector 5&#039;&#039;&#039; (Trinidad) - [[Hephaestus Industries]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sector 6&#039;&#039;&#039; (Grenada) - EPMC - [[Zavodskoi Interstellar]] joint venture&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sector 7&#039;&#039;&#039; (Seychelles) - [[Zeng-Hu Pharmaceuticals]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sector 8&#039;&#039;&#039; (Faroe) - [[Einstein Engines]]&lt;br /&gt;
&lt;br /&gt;
== Sectors ==&lt;br /&gt;
Due to Epsilon Eridani’s long history of being terraformed and shaped to the whims of the colonists, the vast majority of the moon has similar streets and architecture styles. Industrial land seamlessly mixes with offices and apartments with very little rhyme or reason to much of it in regions where there is a high dreg population, meanwhile corporates enjoy well organised and sectioned off districts dedicated to work or leisure that stretch for kilometres. Despite this, each sector has a unique reputation and general environment that both the under and upper classes would be able to notice.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Luxembourg and Canaria=&lt;br /&gt;
The twin capitals of Eridani, it is subject to being the “baseline” of people’s ideas of Eridani as a whole. Tall office blocks stretch into the sky, connected by walkways. The smog is so irreversibly powerful that windows do not open except in older buildings that were made before corporate regulations governing smog contamination were put in place. Dregs face a similar conundrum while living in the underground caverns of the sector, formerly mining operations. Here, shanty towns and pools of acidic chemical runoff characterise a rough life for dregs. Criminal gangs will occasionally surface to commit crimes in corporate territory before retreating.&lt;br /&gt;
|-|Monaco=&lt;br /&gt;
One of the major centres of tourism in Epsilon Eridani. The reputation of the moon of Aegir has spread far and wide throughout the Orion Spur, and with it comes tourists seeking to confirm or deny the rumours of the planet. Idris has transformed this region into a vast tourist haven, a cloying and romanticised version of the public perception of Eridani. In the eyes of tourists visiting Monaco, it is said that anything goes, and all manner of services, products and monuments can be found so long as you look hard enough. For the families there are the glamorous, bizarre and outright gimmicky tourist attractions of the main streets, immediately outside the hotels and surrounded by the dazzling lights of advertising, neon signs and flying billboards that pollute the sky with the incessant need to call attention to products. For the faux-bohemian, however, Idris has not neglected their wants, with an entire carefully managed and well patrolled dreg “slum” for them to visit. complete with faux dive bars and carefully managed waste in the road, any tourist that were to visit this sector would come out feeling as if they had seen the real Eridani, without ever having gone within 100 miles of actual danger, serving double time as a tourist attraction and smokescreen to the plight of the dregs. In amongst the splendour of the main tourist region and the artificial roughness of the disdainfully named “Dreg Village” comes what many actually visit Eridani for, the so-called Epsilon High-way. A single multi-mile long stretch of drugs, drink and vice arcs across the centre of Monaco, capturing the attention of passers by with graphic depictions of what products they offer.&lt;br /&gt;
|-|Panama=&lt;br /&gt;
This sector is one of the lesser talked about areas, having little importance other than as a docking station for large ships and cargo. The underground hosts an extremely large and dense network of warehouses, and one of the densest populations of dregs in Epsilon Eridani in order to staff it. Despite this, subsidiaries of Charon Shipping Services are still likely to bring workers in from outside of the region due to a general distrust of undermotivated dregs around valuable cargo. The sector is characterised by hostile wildlife in slums and streets alike, with a species of cross-bred rat being known to attack small children if left unattended. The environment itself is famously windy, the narrow corridors of buildings acting as wind tunnels that cause dangerous gales during storms. Instead of fixing this, wind shelters the size of a 21st century bus shelter have been installed along roads to shelter in during wind storms. Due to these factors, the region has been not so affectionately named “The Hurricane” by dregs who live there.&lt;br /&gt;
|-|Trinidad=&lt;br /&gt;
Located directly next to Panama, Trinidad is the industrial heart of the Eridani Corporate Council. The surface is smeared with refineries belching smog into the sky as underground rail transports produced goods to and from the warehouses of Panama. Mirroring its sister sector, Trinidad has a majority dreg population that lives in squalor around the factories they work in, either in shanty towns constructed between buildings or company towns that work on scrip pay and slum-like conditions. Many observers theorise that these company towns are a method of control that has prevented further workers rights movements from truly taking off in the system, forcing dregs to risk their food supply alongside their homes in order to take any form of industrial action. In comparison, reinstated and corporate managers are allowed to make use of the extensive rail network underneath this region, letting them arrive directly at their workplace with little to no exposure to the outside smog or squalid conditions of their subordinates.&lt;br /&gt;
|-|Grenada=&lt;br /&gt;
Forged in an agreement created by the lacking political capital of Zavodskoi Interstellar and the sudden need for a centralised base of operations for the newly developed Eridani Private Military Corporation, the formerly underdeveloped region of Grenada has developed over the past hundred years into a hub for weapons production, military training and electronic warfare development. The vast majority of the population are either reinstated, corporate or from outside of the system. While the region is technically contested between numerous mercenary groups, it has become possibly the safest region in Eridani, following the “Clean Front Door” doctrine of mercenary groups. Quality of life is higher here than the majority of Eridani, if still notably lower than the living standards of much of the Orion Spur.&lt;br /&gt;
|-|Seychelles=&lt;br /&gt;
The science and research hub of Epsilon Eridani, Seychelles boasts the environment of being carved into the ice of the Northern Pole of the moon. While other regions may feel as if they are tunnels between the large skyscrapers, Seychelles is quite literally made of tunnels to survive the cold environment outside of them. With an average surface temperature of  -40 degrees celsius on the surface, the cold air is ideal for running the server farms required for 26th century research and saves immense money on cooling. These tunnels are little more than bare, carved stone in many places, however closer to the universities that litter this region of the moon metal plating has been installed so as to not offend the sensibilities of the students and researchers. Dregs, primarily making up the staffing of the day to day running of these facilities, face an entirely different conundrum. Heating is not universal to all tunnels, and while corporates may enjoy a steady 20 degrees celsius all year round, abandoned tunnels inhabited by the dregs face an average temperature of -10 degrees C and can plummet to -40 in the event of a breach.&lt;br /&gt;
|-|Faroe=&lt;br /&gt;
A recent acquisition, Faroe is in an unusual position compared to other sectors of Eridani. Despite the incredibly small number of manual labour positions, the sector has a large dreg population remaining from the period before Einstein Engines’ ownership of the sector. The vast majority of these dregs are homeless, living in communes situated within abandoned ex-Zeng Hu facilities making a living either selling scrap parts to pay for heating or scavenging for heating sources that still have valid DRM. Being the data centre of the communications giant’s Sol presence, Faroe takes advantage of the Southern Pole’s equally low temperatures to cool server racks for data farming and processing. The prior factors mix into a cocktail that results in Faroe being the centre of cyber-crime in Epsilon Eridani, with disenfranchised dregs who possess the necessary skills selling corporate secrets across all sectors after gathering data from in-person access to Einstein Engines servers. This culture of hacking has birthed legends of dreg folklore, including the infamous hacker Mairo Oku Mpu, who gained attention in 2587 for leaking classified Zavodskoi surveillance data. &lt;br /&gt;
|-|The Stations=&lt;br /&gt;
Outside of the populated moon is an uncontrolled span of stations all across the Eridanus Cluster. These stations do not come under the Council of Eight and are laws unto themselves unless otherwise stated. The vast majority of these stations are owned by megacorporations and their subsidiaries, but older stations may be sold to individuals or simply stolen by groups with the intent to start their own enterprises. Stations therefore come in all shapes and sizes, serving different purposes and being governed under different policies. The common thread connecting every station, however, is their precarious position in the system. While stations may be officially owned by megacorporations or small private enterprises, hostile takeovers and piracy run rampant in the far less militarised regions of the Eridanus Constellation, and refugees fleeing from one station to another is not an uncommon sight anywhere in the Constellation.&lt;br /&gt;
&lt;br /&gt;
One of the major industries of the stations is resource extraction, either with skiffs designed to scoop gases from gas giants across the many systems or miner drones intended to pick every last mineral out of the asteroid belts of said gas giants. Other stations provide services such as rest stops, refuelling and repairs, with many artisanal shipyards making their home in Eridani with the intent to avoid copyright laws or heavy taxation implemented by corporate controlled governments to suppress competition. Of course, for any economic hub that is sprawling and decentralised, there is crime. Pirates and extortion rings run rampant, forming a noticeable percent of the GDP of Eridani as they refuel in less-than-reputable stations and take advantage of the low police and military presence to commit piracy, making use of Bluespace Interdictors in order to violently jerk ships out of bluespace travel and into dead space, shaking them down for the contents of their cargo hold before running away.&lt;br /&gt;
&lt;br /&gt;
Due to the age of some of these stations, a noticeable population of offworlders exist of both the dreg and corporate variety. Roughly a quarter of the stations that exist in these systems are older than effective gravity generation, and as such either operate on the rotating wheel method of gravity generation or simply are free-floating. This makes a cottage industry of station tourism available to offworlders across the spur, run mostly by enterprising individuals and corporates who wish to strike out and start a “new” business under the Idris banner, in some ways making Eridani one of the most popular tourist locations with offworlders across the spur. Many of the dreg offworlders often consider themselves more offworlder than dreg, leading to many a cultural clash when meeting with dregs from gravity-laden stations.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Housing ==&lt;br /&gt;
The commonly studied marvel of Eridanian engineering is the Corporate Habitation Block, referred to as “Habs” for short. Where regulation does not exist, convention thrives, and one can find convention to have taken a tight grip onto the common Hab. A mixture of office building, residential housing and commercial venture, the average corporate worker may never have to leave their specific block for their entire life, assuming they never have to attend an important meeting. The average habitation block consists of a floor by floor plan spread out over the largest plot of land that the construction company could purchase, sometimes at the cost of existing structures. While a lower floor may be a series of residential pods for data input specialists, secretaries and the other numerous rabble of the lowest echelons of the corporate ladder, and the floor above it the offices in which they infest during the rat race, the centre levels may become livable two, perhaps even three room apartments made cheap by their less than desirable position directly under nightclub or over the top of the ever-loud server rooms of the office corporate machine. Naturally, the palatial penthouses, adjacent to indoor gardens, community gyms and even having the rare luxury of natural sunlight weaving between the lattices of the complimentary air-vehicle garage sold inclusive, being the most coveted and expensive examples of Eridanian housing, are reserved for the most elite of the corporate world. Regional managers, CEOs’ second homes, the functional royalty of the corporate state which has been built across Eridani.&lt;br /&gt;
&lt;br /&gt;
Lesser known to the outside world, but infamous to those aware of the true realities of Eridani, are the varieties of slums across the moon of Aegir. Most commonly are semi-permanent mountains of structures, stacked one atop the other in what can only be described as a game of jenga played with mortar and steel, affectionately nicknamed “Kowloons” after a 20th century structure of an almost identical nature. These structures occupy plots of land in which the ownership is either entirely disputed or the original owner cannot be located, providing safety from private property laws by virtue of angered parties either not existing or being too-long tied into legal battles to care about what is currently on the land. These structures are even denser than the densest of Habs, with entire families living in single rooms and businesses that pull separate functions at different times of day. Schools may become casinos at night, or restaurants may operate as a dentist during the day. The layout of these buildings can only be described as a rats’ nest, with narrow and winding tunnels leading deep within the artificially lit structure so far that it is not unheard of for outsiders to never be seen again after entering, presumed either dead or kidnapped. While living conditions may be of sub-human quality, there is a sense of community in these slums that is not experienced in corporate housing, and some reinstated dregs may privately express that they miss this sense of community. This community will not always last, however, and it is not unheard of for communities to be split apart by raids, entire slums emptied in weeks in order to facilitate the construction of future corporate housing or factories.&lt;br /&gt;
&lt;br /&gt;
Other dregs take a more radical approach to housing, opting to occupy empty higher-tier apartments en-masse instead of risking the crime, disease and squalor of the slums. These squatters are almost always those with the least to lose, either a part of gangs or outright unemployed, and often form the vanguard that establishes longer lasting squats-turned-communities. This is much riskier for longevity compared to the slum, with squats often being cleared by corporate security in a matter of months. These squats have been known to last years, however, and some even decades, as veritable fortresses under siege deep within corporate territory. Some of these squats have entered the annals of dreg folklore, becoming rumoured safe havens or dens of legendary outlaws.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Work ===&lt;br /&gt;
Eridani forms what can only be described as a culture of pure work, with one’s job being the centre of their existence regardless of caste or class. Eridanians exist to work, and every aspect of culture is related back to the creation of value, the creation of wealth specifically. In the case of corporates, this is taken much more directly and manifests in hobbies having to be monetised, stress relief being a weak excuse for enjoying but a select few societally shared hobbies, and every waking hour is expected to be taken in the pursuit of wealth and power to some extent. This is less so in the case of dregs and some reinstated, who are more likely to take leisure in activities but are forced more by circumstances to monetise hobbies they hold actual skill in simply to make ends meet. Work culture in Eridani is considered toxic by the vast majority of the Spur, and even the most hardline of bootstrap mentality may baulk at the hours, or the absolute lack of overtime pay.&lt;br /&gt;
&lt;br /&gt;
=== A Caste System ===&lt;br /&gt;
The one thing that everybody knows about the Eridanus Constellation is the system of classification that is functionally a caste system, wherein the status of “Corporate Citizen” is only granted to those who are employed by the corporations or client corporations of the Council of Eight.Those who are citizens enjoy full rights within the Eridani Corporate Council, however few those actually are, but this is dependent entirely on their remaining employed without more than a month’s gap between jobs at any point. Those who fail to stay employed in an office job are stripped of their citizenship, and if they choose to remain residents shall become of an entirely lower caste, forced to work in manual labour or not at all. This secondary caste are known as dregs, and while having the official name of non-citizens, their nickname holds much more power as both a derogatory term amongst corporates and a term of personal pride and empowerment amongst dregs. It is not uncommon for dregs to quote the immortal words from the trial of Shock Namkoisse, “I’m a dreg, you call me one behind my back, call me one to my face[...]”, when referred to as a “non-citizen”.&lt;br /&gt;
&lt;br /&gt;
Between the corporate and the dreg is the reinstated, a somewhat temporary or probationary period between going back from dreg to corporate. People may be reinstated in two ways, becoming the conduit between management and the ground floor workers, typically as workplace managers or secretaries, or through coming under direct employment of a member of the corporate class. While the former may simply be a career in being a shift manager or foreman, the latter is on a much higher risk-reward relationship, with reinstated employees of corporates often being their personal mercenaries and wetworks teams of their employers. While reinstated “goons” may take much more risk, they have the potential to make great gains with their employer, and many find themselves retiring into comfy security management positions under their employer should they survive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Tabber&amp;gt;&lt;br /&gt;
|-|Corporate Citizens=&lt;br /&gt;
Referred to as corporates by the vast majority, citizens enjoy the most rights out of any of their fellow Eridanians. Their citizenship is tied entirely to their work, and as such a unique work culture persists, described by some as horrific in nature. The most major tenet, and the most famous, is the cutthroat nature of office politics within corporate culture, both metaphorically and literally. While at the lowest levels the likelihood of promotion is almost entirely tied to hours worked, eventually worked hours plateau in effectiveness and the only method of upwards movement is conspiracy, sabotage or loyalty to another person who excels in these fields. The highest echelons of corporate life have only ever achieved their positions through climbing a blood soaked ladder all the way to the top, and more often than not have added their fair share of blood to the rungs. Despite this, the status of the lowest corporates should not be confused with the situation of the highest up corporates, and to an extent lower on the corporate ladder is almost entirely devoid of bloodshed outside of the most ambitious of candidates, even if this difference is not normally recognised by those who have not lived within the corporate lifestyle of Eridani.&lt;br /&gt;
&lt;br /&gt;
Corporate life is often defined as long periods of work punctuated by rest and burnout, and this is by-and-large true for the low to middle echelons, with working hours reaching 12 hours a day on the regular and breaks being few and far between. These long working hours have led to an increasingly ready-made lifestyle amongst corporate citizens, with many basic skills being reduced to hobbies or sold in premade end results. Stimulant abuse is one of the leading causes of non-violent death in the Eridanus Cluster. Despite all of this, control of one’s life does not only extend to work, and corporates often end up seeing themselves criticised for not spending their limited time calling family, or taking part in the handful of hobbies that are seen as acceptable for bonding with fellow co-workers. While familial relations are not exactly close by the standards of the rest of the spur, they are usually the closest relationship that corporates will have while living within the borders of Eridani. Relationships are usually relegated to the workplace otherwise, with romantic relationships often quickly turning to marriage for added benefits from the employer, as well as the ability to finally talk privately with a person without arousing suspicion. The divorce rate in Eridani is 65%. &lt;br /&gt;
&lt;br /&gt;
Hobbies-wise, corporates only have a handful of cultural touchstones they share, primarily football (soccer) as games can be discussed in the office as an icebreaker, as well as video games, crosswords and drinking for pleasure. The final one is the most important, with much of Eridanian free time being spent heading to the bar with their coworkers and attempting to drink one another under the table, with the expectation that everybody stay at least as long as their manager, who in turn is expected to stay for as long as they can still walk home, ending in a standoff situation with their co-workers.&lt;br /&gt;
&lt;br /&gt;
Corporates are heavily augmented, with the first augments often being tracheal implants intended to make breathing easier in the stagnant air of the lower floors of their hab block easier. Largely, augments are subsidised by their employer, ranging from ocular implants to improve productivity to typing-optimised prosthetic hands intended to avoid the drop in productivity of RSI before it can even begin, augments that can’t be removed are docked from the final paycheck when an employee leaves the company. The relationship with their roboticist is the most crucial one that a corporate can have, not only because they must truly trust their roboticist to avoid assassination while under the knife, but also due to a true cultural belief that anybody who you trust with your body is a friend. While some anthropologists theorise that this is a result of such isolation in corporate culture that even casual relationships become strong, others theorise that it may be instead a result of cultural bleedover from dregs who were reinstated into corporate life.&lt;br /&gt;
|-|Reinstated=&lt;br /&gt;
As with all things, the relationship between dregs and corporates is not black and white, and there are those who have ambitions to escape the slums and become corporates, either believing that even a coffin hotel is better than their current living conditions or that they can advance to middle management or even beyond. These people are referred to as “reinstated”, typically with varying levels of venom from dregs and varying levels of disdain from higher up corporates.&lt;br /&gt;
&lt;br /&gt;
Reinstateds are the intermediate period between a dreg and a corporate, being treated as a trial period in which they prove their loyalty to the corporation over their former communities. There are two methods in which this can be done, through either being promoted to a position that connects corporate management to the working dreg population such as supervisor, or through taking advantage of their dubious societal position to become effectively personal mercenaries for a corporate, on the understanding that they will be given a position immediately under their corporate sponsor once their position is no longer of use. The former is much more common than the latter, however covert work is far from uncommon as a method of reinstatement.&lt;br /&gt;
&lt;br /&gt;
The more mundane of the two is naturally a promotion. Positions of power are usually only handed to dregs on the understanding that they are already of an exceptional loyalty to the company, rather than out of competence in their role. Promotions may range from managerial positions over other manual labourers to secretaries to document mules, typically positions at the absolute bottom of the corporate ladder, if still on the corporate ladder at all compared to their former position. These positions are typically the least popular in their workplace, either being seen as beneath their corporate colleagues or as sell-outs and potential rats by dreg subordinates. These attitudes lead to the majority of attempted reinstatements failing, with this path of reinstatement often exposing even the most stoic of dregs’ breaking points as they lose the vast majority of their friends and even family, that which had been so important to them before, to their ambitions. Failed reinstatements are often forgiven, however, and regularly return to a comfortable familiarity. Some anthropologists theorise that this is the true cause of the lack of class mobility, rather than the architecture of the system itself.&lt;br /&gt;
&lt;br /&gt;
Standard reinstatement is not entirely negative, however, and successful reinstatements often find themselves office celebrities, invited to their managers’ parties to entertain guests with novel skills such as cooking for guests from scratch, mixing cocktails and anecdotes of slum life. Many describe their early career as being more of a circus, and yet the most advantageous position of their lives as they are granted the opportunity to network with much more powerful individuals and potentially secure a promotion before the novelty of their existence wears off.&lt;br /&gt;
&lt;br /&gt;
There is, however, a faster method of climbing ranks without needing to be explicitly subservient or working in an unpopular position, all at the cost of a much higher risk to life. This is the world of corporate covert operations, typically referred to as “wet works”, in which reinstated are held to a contract on the understanding that they will help their sponsor advance their career at any cost. Depending on one’s sponsor, this could be any illicit job from bodyguard to hacker to thief to assassin. The system typically follows the format that the reinstated in question will be a member of their sponsor’s entourage up until either their sponsor dismisses them and recruits them into their corporate team, or their sponsor dies and they are sent back to square one. These wet works teams often never truly retire, being called back in to assist with their former sponsor’s problems under pain of the acts they committed during their tenure being revealed to their new manager, however accepting these callings will almost always result in promotion. This lifestyle is often considered by many to be that of only the most ambitious potential corporates, those who have no interest in bowing down and who crave only the power of position.&lt;br /&gt;
&lt;br /&gt;
Historically, before EPMC took over at the functional police force of the ECA, wet works reinstated filled the role of enforcers for the will of the corporate holders of the region, tackling potential revolutionary groups and crime syndicates that were causing trouble for their sponsors in surgical strikes. Famously, the personal bodyguards of the Einstein Engines representative to the Corporate Alliance were reinstated from Faroe who foiled an assassination attempt.&lt;br /&gt;
|-|Dregs=&lt;br /&gt;
Despite being a largely service based economy, The Eridani Corporate Alliance requires immense amounts of manual labour to maintain food security, cleanliness and internal manufacturing. To fill this niche, the dreg caste makes up roughly half of the planet’s population according to censuses, but estimates from humanitarian organisations claim that the population is more on the end of 60 to 65% of the planet’s population, when accounting for the internal dreg economy. A combination of extreme deprivation, more people than jobs and an almost total lack of patrols from EPMC peacekeepers has led to the vast majority of the economy within dreg settlements being under the control of organised crime. Be the shop owned by these organisations, or simply forced to pay protection money, there is not a lot of land that is independent of these pseudo-governmental syndicates within a typical Kowloon, not even accommodation. Despite this criminal incentive for profit, a loyal population benefits these gangs infinitely more, and as such living conditions are usually more spacious than the low-level corporate coffin hotels, instead having enough room for a bed, wardrobe and perhaps some shelves, even if bathrooms and toilets are shared to a hallway or even a floor.&lt;br /&gt;
&lt;br /&gt;
The day-to-day life of a dreg can be considered rather varied in comparison to the average 8 to 10 worker of Epsilon Eridani, however this should not be confused with comfort or freedom. Variety comes in problems, primarily lacking work but also sudden loss of power at home, oxygenators breaking or food running out faster than expected. All of these can send a dreg out to purchase, scavenge or steal the necessary parts and equipment to solve their problems, leading to either reliance on the local gangs to pull them out of trouble in exchange for favours, or interaction with the rich barter economy that has formed in the place of sufficient wealth to support a community. In rare cases, some communities have abolished currency entirely and collectivised their resources, instead relying on the community to solve issues, however, this is more of an exception than a rule, with some crediting the cultural osmosis of the “Take care of number one” attitude of corporates permeating into dreg culture for this. This unpredictable lifestyle has created an unusual gap between dreg ages, either dying in their mid-20s from industrial or gang-land related accidents or dying of age related causes in their early 60s, with very little in between. This unusual gap has caused a sort of reverence of older dregs, who are seen as wiser and more capable for having managed to break the 25+ mark.&lt;br /&gt;
&lt;br /&gt;
Unlike the reserved lifestyles of the corporate suits, dregs are known to form close families of either blood family or found family. Family comes before all in dreg communities, and it’s not uncommon for extended family up to one’s cousin to live under the same roof in compound-like shanty homes. These homes might consist of a central living room as well as personal rooms around the edges, with families eating in the courtyard. The only thing that could possibly even hope to match family bonds are community bonds, with even gangs typically helping their immediate community regardless of their known brutality. Recruitment for gangs happens most often inside of these community bubbles as a result.&lt;br /&gt;
&lt;br /&gt;
Dregs are typically louder and more outspoken than their corporate counterparts, where “spilling honesties” is considered perfectly acceptable so long as it wasn’t done with malice in mind. This can make dregs seem extremely blunt to outsiders, and can lead to misunderstandings outside of Eridani space. A typical dreg conversation will consist of a lot of shouting, arm gestures and teasing, with playful violence not entirely being ruled out. This makes dreg conversations in their native language look like an argument to outsiders, even corporates may struggle to interpret friendliness properly facing these odds.&lt;br /&gt;
&lt;br /&gt;
Similarly to corporates, dregs will usually take their augmentation seriously, having an even closer bond to their roboticist and rarely picking a new one unless it would be geographically impossible to return. Due to the large amount of outward migration by dregs, this attitude is fairly well known in roboticist circles and is regarded with either charm or suspicion, depending on the attitude of the roboticist. Dregs are sometimes described as “overfamiliar” outside of Eridani space.&lt;br /&gt;
&amp;lt;/Tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Augmentation ==&lt;br /&gt;
&lt;br /&gt;
=== Corporate Augments ===&lt;br /&gt;
Cybernetic modification is an integral part of Eridani’s cultural ideal. Simple tracheal augments are usually the first and the mildest step into augmentation, as they are needed for a lot of people to simply survive with Eridani’s thoroughly polluted air. Having other bionic enhancements is considered a symbol of wealth and prestige. Most electronics in the Federation are specifically designed to interact with augmented eyes – but they are also very functional on their own. A typical Eridanian eye implant can completely replace, or even surpass, a typical hand terminal in functionality – being used to browse the Extranet, communicate on chat relays, and more. As is typical for Eridanian technology, it is also swarmed with ads and is proven to constantly send data about the user’s activity to advertisers, making them somewhat unpopular outside the Federation. Augmentation is so tailored to the workplace in corporate society that people often find difficulty retraining if made redundant, as their augments will have to be replaced in order to suit their new job title. This adds a steep financial barrier to changing professions, and works to prevent upwards mobility without corporate sponsors. In extreme examples, hands may be given an extra finger in order to increase typing speed on legacy systems, at the cost of removing much of their dexterity for other tasks such as handwriting. These augments are often removed by the time the corporate citizens are able to find work outside of Eridani, being seen as too unsightly and off putting to clients. In some cases, synthskin is a requirement for reassignment to certain regions of the spur.&lt;br /&gt;
&lt;br /&gt;
=== Dreg Augments ===&lt;br /&gt;
Dreg societies take the Eridanian fascination with augmentation technology to an extreme. While a typical Corporate may have no more than an augmented respiratory system, bionic eyes and a few neural implants, a Dreg may maim themselves to replace their flesh with superior, more durable metal – often at the expense of looking presentable. Sleek eye augmentations are removed from former workers by barely qualified surgeons to be replaced with crude prosthetics that do not aim to imitate the human form, but to simply provide functionality – often being, for example, completely filled with one colour, or having coloured scleras. The more brave may opt into removing their limbs for a metal replacement, which is often made “in the house”, with lower quality parts but higher maintainability. Dregs in general are largely proponents of “right to repair” when it comes to prosthetics, shunning branded augments in favour of ones that can be repaired at home or by their favourite roboticist. Function over form is another one of the more unusual ideologies of dreg augmentation, with dregs often caring little about how attractive their augments are so long as they outperform their original limb. As such, dreg roboticists have gained a rightful reputation for making insane or seemingly random choices with their parts lists that give their augments a unique charm, creating a niche market of enthusiasts who share a mindset. Within dreg circles, however, reputation is all, and dreg roboticists can go down within the rich folklore of dregs should they perform their best, amongst names such as David Insurgent and Amiyu Wires. A dreg that can perform augmentation installation could expect to see a large amount of business on this stereotype alone should they open a workshop once out of Epsilon Eridani.&lt;br /&gt;
&lt;br /&gt;
== Eridani Life ==&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Eridanian cuisine has a wrongfully gained reputation of being extremely soy based, to the point of caricatures of Eridanian figures often depicting them holding some form of soy based product. Despite this stereotype, this is not entirely true. While Eridanian cuisine as a whole typically makes heavy use of soy based products, other ingredients make up as much of a staple of the Eridanian diet as much as soy does. Plantains, tofu, farmed fish, squash, beans and rice are all staple ingredients of Eridanian cuisine due to their ease of growth in a hydroponics heavy society. A major method of cooking is frying in nut oil, with Eridanians being known to fry anything that can fit in the pan and even some things that can’t, being served with the ever-present soy.&lt;br /&gt;
&lt;br /&gt;
Some famous dishes from Eridani include:&lt;br /&gt;
&lt;br /&gt;
* Puff-puffs, a fried dough ball with a crunchier outside than a donut. These are typically cooked in a pool of oil at the bottom of a pan, however the Eridanian version differs from tradition by adding ground ginger instead of the traditional pepper. Whether it’s acceptable to dip puff-puffs in synthetic cream is still a subject of fierce debate amongst all Eridanians akin to the debates over pineapple on pizza.&lt;br /&gt;
* Fufu dumplings with soup, the dumplings are made of pounded plantains and shaped into a ball to be served alongside soup. The soups might contain any number of vegetables, but traditional meats from their earth counterparts are replaced with shrimp, tofu or cod.&lt;br /&gt;
* Joloff rice, long grain rice fried in groundnut oil with tomatoes, onions and hot peppers. Again fish and meat substitutes make an appearance here. The dish is a favourite amongst all due to the ease of cooking and the fact that it can be made in one pot.&lt;br /&gt;
* Sushi, raw and prepared fish laid atop cooked rice. While a staple of many planets, Eridanian sushi has gained a life of its own, often being created with rare and expensive ingredients grown in the hydroponics and fish farms of the planet. As a cultural export, however, Eridanian sushi rather fails at the term sushi, as the entire affair is deep fat fried. This unusual and controversial perversion of sushi is often blamed upon dregs, who are believed to fry anything if they have oil.&lt;br /&gt;
&lt;br /&gt;
Of course, not all food is made the same in Eridani. While dregs’ communal lifestyle allows them to make the food in a more traditional style with ingredients bought in bulk to save money or grown in stolen hydroponics setups, corporates often spend so much of their day at work that it’s preferred to buy their meals either ready or pre-prepared from a machine. Learning to prepare ingredients, for this reason, is often a skill that makes reinstated very popular amongst their colleagues. One major difference is the quantities of meat substitutes available between dregs and corporates, with corporates often eating triple or even quadruple the serving of expensive goods like fish compared to their dreg counterparts, and malnourishment being rife within dreg living due to the relatively small portions of key proteins being stretched over such long time periods.&lt;br /&gt;
&lt;br /&gt;
Fast food chains exist that are also exclusive to Eridani, such as Shrimp Republic, a location that can be found in almost any Eridanian food court or habitation block. The ingredients often consist of some form of fried shrimp as well as various kinds of skewered foods for easy and enjoyable eating.&lt;br /&gt;
&lt;br /&gt;
=== Music ===&lt;br /&gt;
Corporate music is considerably more well documented than dreg music when it comes to what is popular, the data algorithms gathering all instances of listening as well as attention spans to songs to form the perfect bands to be fed to the public en-masse. As a bizarre by-product of this feedback loop of attention, two major genres have emerged in Epsilon Eridani, at least amongst the citizens. Club music is one of the most popular Eridanian music genres, being their greatest cultural export and the most listened to genre amongst corporates due to the after work clubbing culture of corporates. Famous artists include Cricket, a DJ known for their use of repetitive but catchy melodies, and DJ Andrex, more famous for their surprisingly fluent lyrical content for club music. The other famous genre is group pop, entirely powered by algorithms and chart ratings, group pop bands usually consist of people who barely know one another working together to make music with help from their managers. These groups are extremely prone to splitting up, giving gossip magazines plenty of content to work off of and forming the basis of how names in the scene are passed around. It is said that you aren’t a group pop musician until your face is on the front of a magazine without your consent.&lt;br /&gt;
&lt;br /&gt;
On the other end of the spectrum, dregs have taken to two more stereotypical favourite genres for an underclass, rap and punk. Both genres tend to focus on life in Dreg society, either the massive amounts of death and poverty, or blaming the system they live in for said death and poverty. While the two genres rarely mix, it isn’t uncommon for them to share lyrical patterns and chord progression. Generally, Eridanian punk is unusual from other genres of punk due to its heavy usage of distortion pedals, electronic instruments and synthesisers. Punk bands in Eridani last for years at a time, but are known to have extremely messy breakups when they get famous, assuming they ever leave their extremely localised sphere of influence. Eridanian rappers on the other hand tend to make a large spectacle of themselves once their music leaves their sphere of influence, hoping to get famous outside of Eridani and hopefully be able to escape. Kizee and Nitrogod are a famous pair of rappers from Seychelles whose music has escaped the constellation’s sphere of influence into the wider Orion Spur, lent largely to them by their aggressive sound and theme of general inequality and the hypocrisy of the wealthy invading their spaces to amuse themselves.&lt;br /&gt;
&lt;br /&gt;
=== Movies ===&lt;br /&gt;
Movies and films in Eridani are a fairly insular market, with specific tastes of the local audience being received middlingly outside of the systems and vice versa. This is credited in large part to the prolific use of market analysis to write scripts, to the point that some movies are almost entirely algorithmically generated. Some of the more famous rules of these algorithms that always feature include:&lt;br /&gt;
&lt;br /&gt;
* Anti-corporate activity should always result in the demise of the anti-corporate&lt;br /&gt;
* Non-citizen dregs may only appear as antagonists, sympathy is allowed in cases of redemption at the end of the production&lt;br /&gt;
* The protagonist should not show any form of anti-corporate sentiment, except when portraying their darkest hour&lt;br /&gt;
* Members of corporations may only be shown as villains in the event that they are acting against the best interests of the corporation&lt;br /&gt;
&lt;br /&gt;
These restrictive rules have led to a series of set movie genres that are guaranteed to succeed within the borders of the ECA, and at least break even outside of it: Corporate dramas, action movies starring PMCs as the protagonists and adaptations of literature already popular within the ECA.&lt;br /&gt;
&lt;br /&gt;
The unpopular content of these films has created another industry within dreg society however: Independent Movies. These are films created independent of the Idris subsidiary studios that dominate the industry in the ECA and are often created with the express purpose of defying these algorithmic and borderline propagandistic productions. Largely these are made by expelled movie crews and first generation dregs, who have the skills to make passable cinema with the limited equipment they have access to, however these existing skills can only do so much to push past the technical limitations of their existence. These films rarely see much viewing outside of dreg cinemas and communities, largely seen as oddities to be enjoyed by a cult following of outsiders who often take technical difficulties as artistic choices. These films often tackle the problems of daily dreg life, but can also be seen as indulgent power fantasy enjoyed by a downtrodden populace attempting to escape the realities of dreg living. The most popular of these types of film centre around well known dreg folklore figures, their story and their message to the downtrodden.&lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
The closest language the Corporate Alliance has to an official language is Tradeband, used to ease business transactions. It is the most used language in the workplace and typically any resident of the Eridanus Constellation can speak it well enough to conduct their job in Tradeband. This is not the only language in the Alliance however, and almost any human language can be spoken by at least a handful of people. Tourists often find it easier to ask for directions in the ECA as opposed to any other region sheerly on the odds that they bump into somebody that speaks their native language. On the other side of the coin, dregs stubbornly create their own culture to counter the corporate one, speaking Freespeak and similar other languages in their own society and typically only using Tradeband in corporate owned workplaces. This comes across as antiquated to outsiders, but is often viewed by dregs as a result of their highly independence seeking nature.&lt;br /&gt;
&lt;br /&gt;
Dregs also speak a strange form of Freespeak that can only be described as a thieves’ cant, known as Spitting Proper. Spoken almost exclusively by dregs with ties to the criminal syndicates, the closest comparison one can make to a 21&amp;lt;sup&amp;gt;st&amp;lt;/sup&amp;gt; century language would be Polari, and it holds a similar history, being used to mask discussions of criminal activity, grow fellowship amongst its speakers and hide information from anybody that may be eavesdropping. Spoken fluently by the criminal underbelly, it is near impenetrable to outsiders outside of famous words like “knab”. To an extent, most dreg teenagers speak enough of it with the intent to hide what they’re doing from their parents, assuming (often wrongfully) that their parents cannot Spit Proper.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable mw-collapsible mw-collapsed&amp;quot;&lt;br /&gt;
|+&amp;quot;Spitting Proper&amp;quot; Common Terms&lt;br /&gt;
!Word&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|Boss&lt;br /&gt;
|Insult, akin to calling your superior by a royal title.&lt;br /&gt;
|-&lt;br /&gt;
|Chief&lt;br /&gt;
|Respectful term for the person in charge.&lt;br /&gt;
|-&lt;br /&gt;
|Suit&lt;br /&gt;
|Corporate.&lt;br /&gt;
|-&lt;br /&gt;
|Fek&lt;br /&gt;
|Fuck. Works the same way.&lt;br /&gt;
|-&lt;br /&gt;
|Clacker&lt;br /&gt;
|Asshole. Insult and bodypart.&lt;br /&gt;
|-&lt;br /&gt;
|Drongo&lt;br /&gt;
|Idiot.&lt;br /&gt;
|-&lt;br /&gt;
|Biz&lt;br /&gt;
|Shit, in the sense of &amp;quot;I&#039;m not doing that shit&amp;quot; or &amp;quot;[...] and shit like that&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Tick&lt;br /&gt;
|Sec (second). e.g &amp;quot;Just a tick&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Wrong boots&lt;br /&gt;
|Someone who is transgender. “Born in the wrong shoes” meaning born in the wrong body. &#039;&#039;&#039;&#039;&#039;Not a derogatory term.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Am/Ami/Amino&lt;br /&gt;
|Partner/boy/girlfriend. Romantic in nature.&lt;br /&gt;
|-&lt;br /&gt;
|Bov/Bovino&lt;br /&gt;
|Best friend.&lt;br /&gt;
|-&lt;br /&gt;
|Krok&lt;br /&gt;
|Outsider/non-dreg&lt;br /&gt;
|-&lt;br /&gt;
|Knab&lt;br /&gt;
|&amp;quot;Guy&amp;quot;. Can refer to anyone.&lt;br /&gt;
|-&lt;br /&gt;
|Heavy&lt;br /&gt;
|Hired muscle. &amp;quot;Who&#039;s the heavy?&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|Extra&lt;br /&gt;
|Hacker. Comes from hackers often being treated as unnecessary by inexperienced teams.&lt;br /&gt;
|-&lt;br /&gt;
|Mask&lt;br /&gt;
|Inside man.&lt;br /&gt;
|-&lt;br /&gt;
|Fixer&lt;br /&gt;
|Person who arranges for jobs. They may collect information, arrange meetings and find extra members for a crew.&lt;br /&gt;
|-&lt;br /&gt;
|Cashie&lt;br /&gt;
|Salesman, usually illicit.&lt;br /&gt;
|-&lt;br /&gt;
|Patcher&lt;br /&gt;
|Doctor of any kind, but usually used for ones that don&#039;t tell police about their patients.&lt;br /&gt;
|-&lt;br /&gt;
|Wrencher&lt;br /&gt;
|Engineer.&lt;br /&gt;
|-&lt;br /&gt;
|Robowrencher&lt;br /&gt;
|Roboticist, usually augmentation specialists.&lt;br /&gt;
|-&lt;br /&gt;
|Helmet&lt;br /&gt;
|Mercenary or police. Typically used to refer to mercenaries that take police work, rather than all mercenaries.&lt;br /&gt;
|-&lt;br /&gt;
|Gun&lt;br /&gt;
|General mercenary, regardless of if they use a gun.&lt;br /&gt;
|-&lt;br /&gt;
|Debt&lt;br /&gt;
|Job.&lt;br /&gt;
|-&lt;br /&gt;
|Cark&lt;br /&gt;
|Die, not murdered.&lt;br /&gt;
|-&lt;br /&gt;
|Creased&lt;br /&gt;
|Murdered.&lt;br /&gt;
|-&lt;br /&gt;
|Crease&lt;br /&gt;
|To murder.&lt;br /&gt;
|-&lt;br /&gt;
|Map&lt;br /&gt;
|Understand.&lt;br /&gt;
|-&lt;br /&gt;
|Tool&lt;br /&gt;
|Fix something.&lt;br /&gt;
|-&lt;br /&gt;
|Scroll&lt;br /&gt;
|Watch something happen.&lt;br /&gt;
|-&lt;br /&gt;
|Spit&lt;br /&gt;
|Speak.&lt;br /&gt;
|-&lt;br /&gt;
|Gab&lt;br /&gt;
|To have a conversation.&lt;br /&gt;
|-&lt;br /&gt;
|Scribble&lt;br /&gt;
|Write.&lt;br /&gt;
|-&lt;br /&gt;
|Riccy&lt;br /&gt;
|Rich. Sometimes derogatory, often used to describe a target for robbery.&lt;br /&gt;
|-&lt;br /&gt;
|Band&lt;br /&gt;
|Gang.&lt;br /&gt;
|-&lt;br /&gt;
|Banded&lt;br /&gt;
|Married.&lt;br /&gt;
|-&lt;br /&gt;
|Sniffer&lt;br /&gt;
|Brown-noser. Somebody who sucks up to authority.&lt;br /&gt;
|-&lt;br /&gt;
|Tail&lt;br /&gt;
|Related to the term rat. An informant.&lt;br /&gt;
|-&lt;br /&gt;
|Affirmed&lt;br /&gt;
|Understood, yes.&lt;br /&gt;
|-&lt;br /&gt;
|Running your/their trail&lt;br /&gt;
|Following you/somebody. Not necessarily bad.&lt;br /&gt;
|-&lt;br /&gt;
|Palm&lt;br /&gt;
|Steal.&lt;br /&gt;
|-&lt;br /&gt;
|Knock&lt;br /&gt;
|Beat up or damage.&lt;br /&gt;
|-&lt;br /&gt;
|Ice/Arctic&lt;br /&gt;
|Cool.&lt;br /&gt;
|-&lt;br /&gt;
|Sign the dots&lt;br /&gt;
|Get arrested.&lt;br /&gt;
|-&lt;br /&gt;
|In my turf&lt;br /&gt;
|In your face, breaking personal space.&lt;br /&gt;
|-&lt;br /&gt;
|Slacks&lt;br /&gt;
|Dregs who associate with suits. Derogatory term for reinstated.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Non-Humans ===&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Tajaran Refugees=&lt;br /&gt;
Largely comprised of refugees who fled the immediate aftermath of the Azunali Revolution, the Tajara Diaspora on Eridani is almost entirely dregs, with a handful of later-reinstated individuals. These groups live in largely segregated communities, partly through choice and partly due to the circumstances of their mass migration. Culturally similar to dregs, they still hold the idea of Sadani in regard, seeing it as a survival guide to the rugged and unpredictable lives led in the system. Many tajara born in Eridani speak their ancestral languages poorly, instead being fluent in Tradeband or Freespeak, depending on their circumstances. Being such a tight knit community, with many forming their own tribes on the planet, there are some Kowloons on Aegir that consist entirely of tajarans, often of varying origins. Their version of freespeak is less guttural, with R sounds rolled to ease their biology. Particularly zealous believers of Sadani end up spending their days as little better than conmen, trying to find a quick &amp;quot;innovation&amp;quot; in the criminal underground, giving tajarans a general regard by dregs as untrustworthy but useful.&lt;br /&gt;
|-|Yzali Tech Princes=&lt;br /&gt;
In the past, exiled Unathi Tech-Princes arrived in Monaco with considerable wealth and immediately found a home among the cutthroat world of Eridani suits. While some work across the system, they have found a special niche in Monaco and blitzed their way to dominate the industry after spending years carefully studying human psychology.&lt;br /&gt;
&lt;br /&gt;
None in the galaxy can match the glamor and sheen of a tourist district owned by a Tech-Prince, which they have called &amp;quot;Transcends&amp;quot;. The entire district is meticulously crafted to evoke the feeling of nostalgia and energy of youth. The music you hear pumped through the streets is the generic and familiar chopped up to be psychedelia and hypnotic, bringing snippets of songs you&#039;ve heard long ago repackaged with an upbeat sheen.&lt;br /&gt;
&lt;br /&gt;
Monuments, hotels, and malls are arranged and built to evoke a dream-like feel while remaining comfortingly familiar. A Transcend present a utopia, with every single piece of brickwork exploding with optimism and excess. When you walk down the street, no matter where you look, anything and everything is possible - but at the same time, everything is so simple. Arcades are bursting with natural plants like jungles that cover the lobby; reflecting pools are illuminated with soft pinks and purples; and nanomeshes draped over the district&#039;s domes simulate the eternal sunshine of the beach - and entire beaches are built in miniature, with warm waters and free drinks.&lt;br /&gt;
&lt;br /&gt;
To keep the emotional and aesthetic allure of simplicity mixed with possibility, there is no cost to anything inside a Transcend. They make their money by subscription fees, with stiff payments covering a weekly or monthly stay.&lt;br /&gt;
&lt;br /&gt;
As careful as the enterprises are, there is still an emptiness beneath the glimmering lights and nostalgia. The experience of visiting a Transcend is hypnotic and can be extremely addictive. Many wayward visitors have lost their entire life savings desperately trying to keep their nostalgic dreamscape alive. &lt;br /&gt;
This is made worse by the exits from the Transcend - the bright, cheerful exit doors lead into tunnels that gradually become gray and plastered with advertisements, graffiti, posters, and simulated sounds of industry, traffic, and irritating white noise playing just beneath normal human hearing. Reintroduction to the normal, the mundane, is made as unpleasant and heartbreaking as possible - and every few steps, there&#039;s another door with that glowing neon sign of a smiling couple looking down at you, encouraging you to come back and feel happiness again. Don&#039;t you want to be happy? Don&#039;t you want to Transcend? &lt;br /&gt;
&lt;br /&gt;
|-|More to come=&lt;br /&gt;
other stuff&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Dreg Folklore ===&lt;br /&gt;
Dregs have constructed a rich tapestry of legendary folk figures, some of which are simply of note while others can be considered tales intended to teach a lesson through the failures or successes of another real figure. While large parts of the folklore are embellished, it is often the case that every story’s primary beats are largely true, immortalising significant dregs in the imaginations of children and adults alike. Some figures are folk heroes, standing defiant against the corporations and the gangs to try and bring dregs into a new era, while others are villains and cautionary tales about what power does to a person. The vast majority, however, are simply interesting figures that have some moral behind their story, their fates ultimately doing little for the cause of the dregs except providing stories to entertain and educate the next generation. The requirements to become a folk figure are murky to say the least, but the most famous typically have the most outrageous stories, to the point that some are doubted to have existed at all.&lt;br /&gt;
Some famous folk heroes include:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;Tabber&amp;gt;&lt;br /&gt;
|-|David Insurgent=&lt;br /&gt;
Nicknamed for his revolutionary tendencies, David is believed to have been the first to draw blood against corporate mercenaries during the Thermostat Revolution. A native of Faroe, David was already well known for his combat related prosthetics and had a reputation for fair pricing and skilled craftsmanship. Most stories surrounding him take this angle, portraying him as an honest man turned revolutionary leader, ultimately betrayed by Little Mojisola in exchange for a sum of money that varies story to story.&lt;br /&gt;
|-|Mairo Oku Mpu=&lt;br /&gt;
Also known as Mairo Diver, she is a sort of living legend within the ECA, hero to dregs and horror story to corporate network security. While technically not quite a folk hero, due to her living status, she is so embroiled in myth and misinformation due to her secretive life that she has become entirely separate to her legend. Confirmed actions include leaking Zavodskoi Interstellar body-camera footage of war crimes committed by the corporation, releasing documents detailing the unethical nature of Zeng-Hu Pharmaceuticals test subject selection, and the destruction of an Idris server farm. However, the folk lore version of her can commit acts that are dubious if even possible through traditional hacking methods, while often emphasising her whimsical nature contrasted against her numerous warrants for arrest in all major nations. She is rumoured to reside in an abandoned space station with her co-conspirators and romantic partners, plural.&lt;br /&gt;
|-|Old Toyin=&lt;br /&gt;
Famous for one act and one act only, Old Toyin is both a hero and a cautionary tale of what happens when one stands up against the criminal syndicates that dominate the dreg world. While some take her story to be an example of what happens when an old dreg is underestimated, many take it as a warning to expect war if one attacks these gangs. Old Toyin’s story typically goes as such: Old Toyin had lived in her sector of her kowloon for almost her entire life, to the point that nobody on her corridor remembered when she moved in. One day, a group of the Three Star Syndicate demanded that she move out of her home, so that they may turn it into a gambling parlour. Old Toyin refused, stating they would have to kill her to get that property from her. After some arguing, the gangsters left, promising to return with more men. In this time, Old Toyin prepared dinner for her infirm neighbour, said goodbye to her grandson and turned her room into what could qualify as a fortress. By the time the gangsters returned, she had armed herself with a borrowed rifle and walled herself into the room with the help of her neighbours, having a handful of holes to fire out at the gangsters through. Details of the gun fight differ, but the death toll of the gangsters before they demolished the wall and killed Old Toyin is always two digits in all accounts. Almost all accounts emphasise that despite her age and bravery, she was spared no mercy and killed just as brutally as a young dreg would have been.&lt;br /&gt;
|-|Shock Namkoisse=&lt;br /&gt;
A famous singer and advocate for dreg freedom, Namkoisse is often a stand-in for stories that were very unlikely to have actually been him. His role in dreg culture is as the hero everybody can love, and documentation of his real life is often dreary in comparison to his folklore existence. Namkoisse has been confirmed to have organised illegal raves inside corporate offices, his claim to fame, and ultimately was charged and jailed for his actions. His trial was a show trial, intended to show the dreg population what happens to rebels, but instead it immortalised him as he read a prepared speech on the witness podium and openly criticised the language and methodology of the court. He has since become the symbol of social rebellion against corporations, and many an aspiring musician have copied his illegal raves in his honour.&lt;br /&gt;
&amp;lt;/Tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
More sparingly is the use of folk villains, usually cautionary tales intended to warn others against considering corporate affiliation. In particular is a famous story that almost every dreg knows:&amp;lt;blockquote&amp;gt;Malcolm Oyibo is not so much a figure with a consistent story more than a stock character, a villain that fills the void in the collective memory of dreg folklore when telling the story of a more obscure hero. Malcolm is more of a series of characteristics that make for a villain to the story, inconsistent and often not even in the same job twice. He may be a quartermaster one day, or a mercenary the next, or maybe even a CEO. The important part is that he is a backstabber and a foreigner that desperately seeks to be accepted by his corporate overlords, a rather naked allegory for the view of dregs on reinstated.&amp;lt;/blockquote&amp;gt;And finally come a unique aspect of dreg folklore, at least in terms of modern folklore: legendary locations. These locations may range from safe-havens for the most wanted of Epsilon Eridani’s underworld to rumoured paradises of workers’ rights within the very borders of the hell scape that is Aegir’s moon. Some of these locations include:&lt;br /&gt;
&lt;br /&gt;
* The Killing Floor: Bar and pilgrimage site for any starry eyed revolutionary, rumoured to be the favourite haunt of David Insurgent and many of the Thermostat Revolutionaries. Today it stands as a monument and tourist trap for the revolutionary undercurrent that slowly meanders through dreg culture. The folklore version, however, is a hive of revolutionary activity in which the intellectuals of dreg liberation come to exchange ideas. &lt;br /&gt;
* Haven: A simple and descriptive name, Haven is a rumoured squat within a corporate hab block that is so well defended that it is functionally a microstate within Eridanian territory. Some call it an ongoing revolution, while others describe it more as the only truly neutral ground for major figures to meet without worrying about being assassinated.&lt;br /&gt;
&lt;br /&gt;
* The Office: An ironic name for possibly the most secure and brutal prison in the Orion Spur. The Office is rumoured to have every defence imaginable, from air defences to closing wall traps to laser grids closing cells off, only the hardest and most dangerous the Spur has to offer are supposedly housed here. Outsiders often believe The Office is actually many prisons amalgamated into a single prison in the collective consciousness of dregs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Unathi&amp;diff=2482</id>
		<title>Unathi</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Unathi&amp;diff=2482"/>
		<updated>2024-02-06T02:13:28Z</updated>

		<summary type="html">&lt;p&gt;Marlon: moving autakh to zakkeran&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SpeciesBox|name=Unathi|image=Unathi.png|playable=Yes|whitelisted=No|height=5&#039;5&amp;quot; to 7&#039;1&amp;quot;|lifespan=70 to 120 years.&amp;lt;br&amp;gt;{{Tooltip|text=Or over 1000?|tooltip=&lt;br /&gt;
Specifically,&lt;br /&gt;
* 70 years naturally.&lt;br /&gt;
* 120 years with life extension.&lt;br /&gt;
* 1,000+ for Hal-Aman &amp;quot;The Mad&amp;quot;, a God-King obsessed with cloning and eternal life.&lt;br /&gt;
}}|system=Bomus|planet={{Tooltip|text=Moghes &amp;amp; More |tooltip=&lt;br /&gt;
Other major inhabited planets:&lt;br /&gt;
* Yzali (Bomus System)&lt;br /&gt;
* Zakkeran (Bomus System)&lt;br /&gt;
* Haven (Myishu System)&lt;br /&gt;
}}|language=Mhos-Tum, Yalz-Tum, Anglikirtan|theme=a15025}}The Unathi are a space-faring species of humanoid reptiles standing from six to seven feet tall on average. They have a passing resemblance to Earthen crocodiles. They hail from the star system of &#039;&#039;&#039;Bomus&#039;&#039;&#039; with their home-world of &#039;&#039;&#039;Moghes&#039;&#039;&#039; as well as the planets of Yzali, Zakkera, and Haven. Each planet has a unique culture and history, though they have their broad archetypes. Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Yzali is a home of  wealth and prestige, where progress is worth any sacrifice. Zakkera is a home of liberty-in-waiting, as its people seek to shake off the oppression of Moghes and Yzali and find their own way to follow the message of God.&lt;br /&gt;
&lt;br /&gt;
=== Job Restrictions ===&lt;br /&gt;
Unathi have no job restrictions.&lt;br /&gt;
&lt;br /&gt;
=== Languages &amp;amp; Accents ===&lt;br /&gt;
Unathi have a diversity of hundreds of languages, but there are three that form the majority and are over-represented in the wider stellar community, and as such as the only three available in character-creation, and their respective accents. Bear in mind the accent&#039;s anachronistic names are subject to change in the future as the server develops. The NH local name is in parenthesis.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Mhos-Tum=&lt;br /&gt;
Spoken on Moghes and is associated with the planet and its conservative noble elite. Aside from new terminology being introduced this language remains relatively unchanged from the time of the ancient God-Kings called Ensi, and as a result it’s difficult to learn. Its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Queendom (Halz Commoner)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The nearly-iconic intonation attributed to someone of the lower class of the regions ruled over by the infamously cruel and mad God-King Hal-Aman. It is rarely heard outside of Moghes, as few escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Torn Cities (Halz Noble)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the upper class under the rule of the infamously cruel and mad God-King Hal-Aman is one that has traditionally grown from the guttural intonations and physical gestures of Mhos-Tum. Where the Upper Class accent differentiates itself from the commoners, however, is in its clarity and volume, as the fierce commands of the cruel God-King&#039;s servants are often given amidst chaos. The accent has also become known as a commanding one rarely seen outside of this God-King&#039;s domain, due to historical use and its direct pronunciation and volume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai (Akran)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the God-King&#039;s Warrior Caste of Akran is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion.&lt;br /&gt;
&lt;br /&gt;
|-|Yalz-Tum=&lt;br /&gt;
Spoken on Yzali and is associated with the planets luxuriates, Trade-Princes, and modernity. It evolved from the language families of the Trade League that settled the planet. There are hundreds of dialects across the planet, but all of them are, more or less, mutually intelligible. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aut&#039;akh&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The accent commonly attributed to the cybernetic soldiers of the Yzali Tech-Princes. Commonly said to lack accentuation and intonations, owing to the occasional implants of questionable quality having some influence on speech.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Peasant (Commoner Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A guttural, deep accent, the accent of the masses of Yzali has heavy Yalz-Tum inflections and is closely tied as the language that has most often been spoken on their planet. Commoner Yzali is a derivative of High Yzali and can sound similar to that accent to the untrained ear&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tza Noble (Princely Yalz-Tum)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A slow, droning and guttural accent, with heavy physical movement involved, the noble accent of the glittering cities of Yzali has remained unchanged for centuries, passed down their ancient lines. While it sounds similar to the accent of Yzali commoners or the Southern accent, most with a noble&#039;s education would be able to clearly tell the difference.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Peasant&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Centuries of trade and immigration thanks to their more benevolent Tech-Princes have shaped the Yzali Southlands accent into an odd blend of sounds from many regions and languages. The result is a sharp, nasal and rapid-paced accent, where the original influences can be vaguely heard to a keen listener. The fast manner of speech and the general energy with which it is spoken is one of the first things that comes to mind from an outsider when considering the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Southlands Noble (Princely Southlands)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Yzali Southlands nobility is somewhat slower than that of the peasants, as it has remained less changed by migration to the region and thus is still heavily tied to the main Yzali accent. While it has diverged from the original accent of the Yzali nobility, it is closer to that than the fast-paced speech of the peasants. The Yzali Southlands noble accent is widely considered pleasing to the ear, with some merchants and bards attempting to mimic it to aid in their own business when dealing with the southern Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
|-|Anglikirtan=&lt;br /&gt;
Spoken on Zakkera by its population of Human and Unathi. It began as a conlang between the Unathi and Humans present on the planet. It’s associated with the planet&#039;s radicalism, free-spirit, and alien customs. It has only a handful of dialects, but all of them are intelligible to one another. In playable terms its accents are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Peasant (Nomad Pacifist)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This gravelly dialect is often associated with the Sassurian pacifists and their settled regions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Noble (Nomad Militant)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent of the Semi-Nomadic Zakkerans is what would come first to the mind when asked to describe Anglikirtan. It is primarily derived from the guttural intonations and physical gestures of their original tongue, mixed with that of the human missionaries. This guttural, droning dialect is often associated with the Militant Sassurian Communities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zazalai Noble (Anglisassur)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The accent that is considered the purest form of Anglikirtan, though it commonly carries a slow and monotone sound to it when spoken by most that do not understand its cadence. This accent is considered the accent of a scholar of the Sassurist Bible as when properly utilized to preach it, it makes the best use of its inflections and language. Speakers of Sol Common often believe it to sound familiar.&lt;br /&gt;
&lt;br /&gt;
|-|Special Cases=&lt;br /&gt;
&#039;&#039;&#039;Unathi Spacer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While both the Tech-Princes of Yzali and the God-Kings of Moghes have both always been capable of Space Travel, the formation of the Hegemony was the only way for the Unathi people to achieve interstellar travel. Naturally, then, most Spacers and Unathi colonists on distant worlds speak their native tongue depending on origins. Details of the spacer accent vary between communities, \but these Unathi pioneers generally speak with a surprisingly softer tones than most accents, an accent morphed over time from isolation in space. Rumors say that it is to save every bit of energy while working on developing new colonies, or living in ships for extended periods of time.&amp;quot;&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Hegemony ==&lt;br /&gt;
There are four recognized factions of Unathi who tend to despise the others: Mogheans, Yzalians, Zakkerans, and Aut&#039;akh. However their ancient rivalries are kept contained enough for all four to be members in &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;, an extremely loose alliance between the three primary worlds within Bomus. The Hegemony obligates all three worlds to come together if any are attacked by an alien power, and a single unified set of stellar law is implemented for &#039;&#039;&#039;Bomus&#039;&#039;&#039; star system and its surrounding stars, but otherwise cooperation ends there. Violence and contempt are still common between the powers; the only exception are the Aut&#039;akh and Sassuriites whom share common goals and origins.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-| Moghean Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
With the people of Moghes following ancient God-Kings called &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Moghean Unathi speak &#039;&#039;&#039;Mhos-Tum&#039;&#039;&#039; and their worship of their God-Kings is called &#039;&#039;&#039;Ensi Worship.&#039;&#039;&#039; The God-King and his court have access to advanced technology used almost exclusively to awe and cow the lower classes. Scholars and clerks, by begrudging necessity, gain access to technology in controlled ways to maintain the realm. Most of the common folk are kept in squalor and ignorance but consider themselves to be extremely well-off due to Ensi propaganda. Those that have an unshakable feeling that something is wrong tend to slip through the cracks of the rare, heavily policed space-ports on the surface that the Ensi rely on to trade with the wider galaxy.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Moghean &#039;&#039;&#039;music&#039;&#039;&#039; is a tightly controlled affair. Only special courtiers within a God-King’s court may play music, primarily string, and it must be a hym to the God-King. Anyone outside the palace caught playing music would be sacrificed to the God-King. Because of this, many Moghean Unathi only hear legitimate music that echoes down from the massive ziggurats through the streets. Those that sing without their masters permission must do so in highly secret underground venues, or via the hushed lullaby of a mother.&lt;br /&gt;
* The moghean &#039;&#039;&#039;family&#039;&#039;&#039; is a strict hierarchy. The God-King is the father of any household, and in their telling is the one that gave the spark of life to the egg. The parents in a household are subordinate to their God-King and his bureaucrats. Nevertheless, the Moghean “family” is usually polygamous in character. A female or male can take up to three additional spouses, with the God-King’s court deciding the Chief-Husband or Chief-Wife that will “rule” the household in the God-King’s name. This creates extended families, and all of them tend to live in the same home divided between the quarters of the children and the quarters of the adults.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&#039;&#039;&#039;Religion&#039;&#039;&#039; on Moghes universally revolves around the &#039;&#039;&#039;Ensi.&#039;&#039;&#039; Its followers are called Ensiites. These Unathi are seen as God-Kings that rule Moghes. They are intermediaries between the Cosmos and the people. The Ensi own all of the land on Moghes, enact laws, collect taxes, and command their armies. An Ensi officiates over religious ceremonies and chooses the sites of new temples. They are ultimately responsible for maintaining cosmic order, balance, and justice. It is sincerely believed by followers that the Ensi can hear their prayers and intervene in their daily lives, and that by continuing to perform good service that the Ensi will bless them with good fortune. The Ensi reinforce this by using high-technology that to the masses made to appear like divine forces.&lt;br /&gt;
&lt;br /&gt;
Hartists characterize the Ensi as irrationally inflexible and ignorant in their beliefs. With Ensi needing to convincingly portray themselves as divine it is necessary.to keep individuals in ignorance and thus harming the Divine Ego of countless people.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Moghean Unathi on the ship may be commoners or low level functionaries that escaped unfulfilling lives of servitude to a false God; a scholar that sought to question the unquestionable; a nobleman fleeing in disgrace or for the crime of believing in a better life for their underlings, or a simple citizen that wanted to see the wider galaxy while still worshiping the God that watches over their lives while walking among them.&lt;br /&gt;
&lt;br /&gt;
|-| Yzali Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Yzali is a home of wealth and prestige, where progress is worth any sacrifice. The Techno-Princes that rule its many city-states are locked in a bitter rivalry with their antithesis of the Moghean Unathi and try to exploit the human-unathi people of Zakkeran. Yzalian Unathi speak &#039;&#039;&#039;Yalz-Tum&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Hartism&#039;&#039;&#039;. Yzali see advanced technology and wealth as ubiquitous - but often at a distance as Techno-Princes and wannabe Princes hoard their secrets. Acting as technocratic merchants, the Techno-Princes are obsessed with their own wealth, prestige, and knowledge and consider everybody else as expendable assets - no matter how well treated that asset is.&lt;br /&gt;
&lt;br /&gt;
==== Culture &amp;amp; Family ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;music&#039;&#039;&#039; is as derivative as it is esoteric. It focuses on glamor,  with chopped up and repackaged songs that possess an emptiness beneath an uncanny sheen. Yzali musicians ruthlessly sample and outright steal samples or whole songs from other artists from any genre or era and use it as a means to express their own skill and intelligence. Electronic sounds could be mixed with ancient Moghean strings, and the vocals serve as a self-indulgent biography of the musician.&lt;br /&gt;
* The Yzali &#039;&#039;&#039;family&#039;&#039;&#039; is a field of subterfuge, betrayal, and competition. Two Yzali could see a created family as a way to show off their skills as a parent for political or social ends, an investment in the children as economically productive agents legally bound to them as employees, or as part of a long-running psychological experiment on themselves, one another, or the hatchlings. There is rarely any love inside a Yzali marriage; it is strictly conceptualized by a Yzali in terms of how it benefits themselves. Divorces are as common as they are bitter, with both spouses trying to find the best moment to ‘betray’ the other for maximum personal gain. Other Yzali who try to reject this model tend to form found-families that operate outside the legal definitions.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Yzali &#039;&#039;&#039;religion&#039;&#039;&#039; is dominated by &#039;&#039;&#039;Hartism&#039;&#039;&#039;, its followers called &#039;&#039;&#039;Hartists&#039;&#039;&#039;. It is a philosophical school founded by &#039;&#039;&#039;Mottus Harti&#039;&#039;&#039; in the 2300’s after &#039;&#039;&#039;The Disaster.&#039;&#039;&#039; Wherever Moghean Ensi distinguishes between body and soul - or matter and spirit - Hartists deny such a distinction and merge both in a higher unity: the Self. This belief is often shorthanded to the ‘Divine Ego’. A Hartist must judge every action by the merit of how it improves their own ego - or self.Thereby cultivating knowledge of the universe, increasing expertise, expanding knowledge, and dominating others in ways that increase the value of the Self are held up as the supreme divine good. Critics characterize the Hartists as selfish, ignoring the duty of serving the public and caring only for personal concerns. They point out that under Hartism that Yzali has become a hedonistic haven that regularly conducts unethical scientific research and exploits entire groups of people for personal gain.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Yzali Unathi on the ship could be workers fleeing their exploitation, escaped cybernetic servants called &#039;&#039;&#039;Akran&#039;&#039;&#039; trying to make a new life for themselves, merchants pushed out of business and forced into exile, a prestigious scientist looking for more fame and wealth, or simply someone that managed to work their way off-world.&lt;br /&gt;
&lt;br /&gt;
|-|Zakkeran Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
Zakkeran is a home of revolution, as both the other worlds of Moghes and Yzali work to dominate it, and in rejecting both its human-unathi people work to find their own way. Zakkerani speak &#039;&#039;&#039;Anglikirtan&#039;&#039;&#039; and their religion is called &#039;&#039;&#039;Sassurism&#039;&#039;&#039;. Their religion is syncretic, having melded together teachings from crash-landed human Jesuit missionaries whose teachings were interpreted through the animated and fervent religious leader named Sassur. Being the weakest member of the Hegemony, their world is being colonized by the heavily armored sword and gun wielding &#039;&#039;&#039;Niksum-Warriors&#039;&#039;&#039; from the Moghean Ensi and the cybernetic &#039;&#039;&#039;Akran&#039;&#039;&#039; soldiers of the Yzali Techno-Princes. With the two colonizing powers fighting each other and the locals, Zakkerans have formed a radical religious anarchism that claims God is the only rightful authority over mortals. To aid this and their own survival, they share their goods and property in common, and are divided between the pacifists and the militants. Most Zakkerans live in semi-pastoral communities, remaining mobile to avoid the roaming bands of hostile soldiers that would abduct or enslave them. They have an extremely eclectic mixture of lifestyles and technological accessibility, as the planet brings in the detritus of cybernetic experiments from Yzali as well as simple peasant farmers from Moghes.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Zakkeran &#039;&#039;&#039;music&#039;&#039;&#039; tends to focus on a mix of horns and percussion instruments. The most common genres are religious hymns or secular instrumentals. Music infuses much of Zakkeran life, with many enjoying the choirs that wander on foot to bring music to the whole community.&lt;br /&gt;
* The Zakkeran &#039;&#039;&#039;family&#039;&#039;&#039; can be either monogamous or polygamous; the only strict marriage laws are to protect the rights of all involved - the spouse or the hatchlings. Extended family units tend to live together. Because of the high mortality rate due to their world&#039;s many troubles, adoption and found-families are extremely common.&lt;br /&gt;
&lt;br /&gt;
==== Religion ====&lt;br /&gt;
&lt;br /&gt;
* Zakkeran religion revolves around &#039;&#039;&#039;Sassurism,&#039;&#039;&#039; which melded together Sassur’s interpretation of the gospels taught by Jesuit missionaries. Its primary belief is in a monotheistic God that rules the universe. It says that the Prophets present in the many faiths came to empower individuals and free people from oppressive powers, culminating with the Unathi prophet &#039;&#039;&#039;Sassur&#039;&#039;&#039; as God’s final emissary. It is primarily divided between Pacifist Sassurites and Militant Sassurites.&lt;br /&gt;
** Pacifist Sassurites believe that the only rightful authority is God, not any mortal, and as such all mortals have equal authority. Because of this Pacifist Sassurites tend to organize along egalitarian lines in small communes with decisions made democratically. They face frequent violence from incursions by Moghes and abductions by Yzali, but its communities hold firm to the Golden Rule. Disavowing violence these communities respond to their oppression by becoming semi-pastoral, dispersing into the mountains and forests to build their communes. Where this isn’t possible other forms of nonviolent resistance are encouraged.&lt;br /&gt;
** Militant Sassurites follow most of the same precepts as the pacifists, but reject the dogma of nonviolent resistance. Militant Sassurites are strongly influenced by Christian martyrs and its followers venerate dying for the faith. While also organizing themselves into communes, militant Sassurites often operate as roaming armies that stage hit-and-run attacks on Moghean and Yzali areas. Not all militant Sassurites want to be martyrs; a more mundane follower would justify violence in response to violence but is not necessarily ready to die for that belief.&lt;br /&gt;
&lt;br /&gt;
===== Character Suggestions =====&lt;br /&gt;
Zakkeran Unathi (or humans) on the ship could be common folk that took the job to send remittance back to their family and community. They could be religious exiles, having been forcefully expelled by the occupiers. They could be refugees seeking to escape the turmoil wracking their home, or having lost their home entirely. They could be missionaries, seeking to spread the word of God and the message of freedom taught by His Prophet Sassur.&lt;br /&gt;
&lt;br /&gt;
|-|Aut&#039;akh Unathi=&lt;br /&gt;
&lt;br /&gt;
=== Overview ===&lt;br /&gt;
The Aut’akh are a collective of mind-slaved cybernetic soldiers and serfs called &#039;&#039;&#039;Akran&#039;&#039;&#039; that escaped their servitude and formed a community together over the last few centuries. Aut’akh &#039;&#039;&#039;languages&#039;&#039;&#039; are primarily Yalz-tum, followed by Anglikirtan. Their primary religion is &#039;&#039;&#039;Oss-Worship&#039;&#039;&#039;, with Sassurism being the second most professed faith.  They live on Zakkeran primarily within a sprawling dome complex called Haven 47 miles deep in a remarkably deep trench.&lt;br /&gt;
&lt;br /&gt;
* The Aut’akh in Haven live in a Commune with a leaderless society. While most resources are shared communally, scarce luxury goods are bought with conventional money, and money and resources primarily used otherwise in relations with other factions.&lt;br /&gt;
&lt;br /&gt;
=== Culture &amp;amp; Family ===&lt;br /&gt;
&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;music&#039;&#039;&#039; is highly eclectic. It borrows from the Yzali and Zakkeran traditions, but tends to be a communal affair. With particular Implements, Aut’akh music can even be experienced through synesthesia, where the audience can see, hear, smell, and taste the music.&lt;br /&gt;
* Aut’akh &#039;&#039;&#039;families&#039;&#039;&#039; are either monogamous or polyamorous. There are still mechanisms for marriage, with engaged members ceremoniously updating their relationship status within the Mesh. Because they remain connected via the Mesh, families tend to remain physically scattered across Haven and rarely live or work together except for special occasions, though others appreciate the proximity of their loved ones.&lt;br /&gt;
&lt;br /&gt;
==== Augmentation ====&lt;br /&gt;
Aut’akh range from “Full Body Prosthetics” where all but the brain have been replaced with synthetic components, or augmentation which still retain elements of their organic body. In either case the Yzali Tech-Princes used a highly refined regime of drugs and implants that boosted their abilities and acted as a form of mind-control. Because they were forced into these bodies not of their choosing, escaped Aut’akh face a unique challenge in coming to terms with themselves and who they are in the cosmos. Many turn to Zakkeranism and follow the prophet Sassur, while others adopt the faith of their former masters and become incredibly self-absorbed and self-aggrandizing. Still others take on a third way – embracing community and identity through Oss.&lt;br /&gt;
&lt;br /&gt;
Some Unathi who were not forced into Aut’akh bodies are drawn to the augmentations for their own reasons, and choose to abandon their organic body in part or whole and integrate themselves willingly to Oss. While some who escaped the Yzali resent this, others are eager to grow their community beyond being exclusively castaways, and are eager to reinvent themselves on their own terms.&lt;br /&gt;
&lt;br /&gt;
==== Oss and The Mesh ====&lt;br /&gt;
The combined expression of all Aut’akh in &#039;&#039;&#039;Haven&#039;&#039;&#039; is called &#039;&#039;&#039;Oss&#039;&#039;&#039;, which is an avatar of all Aut’akh in cyberspace. For Aut’akh that believe in it, Oss is almost a religious avatar, if not at least a figure of reverence.&lt;br /&gt;
&lt;br /&gt;
When the first Aut’akh descended in the abandoned Pre-Disaster submarines, they found a fully automated, sprawling complex that had been self-maintaining itself for the past several centuries. The technology was based on Pre-&#039;&#039;&#039;Disaster&#039;&#039;&#039; Yzali tech, and they were able to integrate themselves into the systems and eventually their collective connection within the operating system gave rise to what appears to be a sentient AI, or arguably a collective consciousness, called &#039;&#039;&#039;Oss&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Oss was originally a colony management system, although every major component of the original Oss software has been replaced or improved over the years.&lt;br /&gt;
&lt;br /&gt;
In functional terms, Oss is an operating system and a numbers cruncher housed within an implant in an Aut&#039;akhs mind. This implant, called a &#039;&#039;&#039;Soul Anchor,&#039;&#039;&#039; also connects an Aut&#039;akh to &#039;&#039;&#039;the Mesh.&#039;&#039;&#039; The Mesh is best described as a mental form of the internet that works on any device that runs Oss. Through its use, Aut&#039;akh can share experiences and collaborate on communal boards that are then tabulated by Oss into useful information. For example, when a commune is building a new power grid, Oss analyzes everything about the project, such as resources being used, manpower, and desired output. It then gives the communes engineers projections at every level so that the engineers can make extremely informed decisions.&lt;br /&gt;
&lt;br /&gt;
Aut&#039;akh’s most esteemed coders are known as &#039;&#039;&#039;Paradigms&#039;&#039;&#039;, and they are the example to which every Aut&#039;akh strives. An Aut&#039;akh becomes a &amp;quot;Paradigm&amp;quot; when they contribute an update to Oss that improves its operating system. Whether or not an update is considered an improvement is decided by the commune on a semi-daily basis.&lt;br /&gt;
&lt;br /&gt;
===== Oss and Consciousness =====&lt;br /&gt;
It has been debated whether Oss is either the manifestation of the collective consciousness of the Mesh, or an individual AI that naturally and spontaneously arose. It has form in the digital space from data input, the ability to feel from that form, the ability to perceive the world through Aut’akh’s eyes and bodies when connected via the Mesh, and possesses mental activity with its calculations and spontaneous Decrees. Whether or not it possesses consciousness is the major sticking point of the debate.&lt;br /&gt;
&lt;br /&gt;
===== Decrees =====&lt;br /&gt;
In extraordinarily rare situations, Oss will generate projects for a Commune to complete that are phrased as commands rather than analysis. These broadcasts from Oss are treated as &#039;&#039;&#039;Decrees&#039;&#039;&#039; from Oss itself. Most Aut&#039;akh act with crusader-like zeal in completing them. Other Aut&#039;akh question whether or not these are simply glitch behaviors from the operating system, pointing to the context of the Decrees that have been implemented in the past: with Oss being the sum of all Aut’akh, moments of great societal stress might have Oss reflect the collective demand for action back at the commune.&lt;br /&gt;
&lt;br /&gt;
===== Oss in Daily Life =====&lt;br /&gt;
Oss does not communicate with followers directly outside extraordinarily rare Decrees, and debate still rages on whether it is conscious or not. Despite this assertion, many Aut&#039;akh describe Oss the operating system as a religious conscience, acting as third feeling in oneself should their activities, thoughts, attitudes go with or against the moralities of the commune. These standards are decided by voting, and it is the Paradigms that are ultimately in charge of writing an ethical update to Oss so it can be updated with the latest version. Whether or not this is true, Aut&#039;akh still have agency during these feelings.&lt;br /&gt;
&lt;br /&gt;
===== The Implements =====&lt;br /&gt;
Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut&#039;akh have a set of programs called the Implements. When running, the Aut&#039;akh operates under the parameters of that Implement. The Soul Anchor has enough space for three Implements, but only one can safely run at a time. With a Mesh connection Aut&#039;akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;PublicSquare.OSS&#039;&#039;&#039; is similar to a public forum and instant messaging board. It allows Aut&#039;akh to communicate with others also connected to their local Mesh network. The program overlays their vision with the help of their augmented eyes. There is also video, image, and audio sharing in public or private chats or dedicated sites on the Mesh. This program is also how Aut&#039;akh form Consensus, using the various platforms.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TacticalNetwork.OSS&#039;&#039;&#039; is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut&#039;akh running this Implement have access to maps, orders, and predictions on the outcome of battle, as well as the status and sensory data of their comrades.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WorkSafe.OSS&#039;&#039;&#039; is used by Aut&#039;akh who are working in day to day tasks within the Commune. Aut&#039;akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut&#039;akh around them. Aut&#039;akh in a workshop all working with the WorkSafe.OSS Implement have the same speed and methodical ability as an automated factory. It has been described as a proactive muscle memory - any number of Aut&#039;akh can work in close proximity on the same project without anyone bumping into each other or going out of sync when utilizing the right Implement.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;BattleTrance.OSS&#039;&#039;&#039; is a controversial Implement. It’s a cut-out switch for the conscious mind. Upon activation, the user simply falls asleep standing. A modified version of the TacticalNetwork.OSS Implement then activates, putting their body directly under the control of the software, which itself is abstractly commanded by a nearby commander. This Commander remains conscious, and commands all units running the Implement. This grants the user extremely fast reaction times, and its users are known to be vicious and methodical killers on the battlefield. It is primarily used by Akran still mind-slaved by the Tech-Princes. The Tech-Princes have dark humor about the Implement, sometimes referring to the Implement as a &amp;quot;real time strategy game&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;TravelGrid.OSS&#039;&#039;&#039; has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut&#039;akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut&#039;akh can move around in halls or on roads without a single hiccup in traffic. The program can also visually lay out a path before Aut&#039;akh to get to their destination.&lt;br /&gt;
&lt;br /&gt;
There are hundreds more .OSS programs that serve a lot of individual functions. They are as diverse and mundane as programs are in contemporary laptops.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Abridged History ==&lt;br /&gt;
Unathi history is extremely ancient, and is therefore divided into several &amp;quot;ages&amp;quot;. The specific date of eras are not strictly important until events of modern times.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt; &lt;br /&gt;
|-|Archaic Bomus (25,000 BCE)=&lt;br /&gt;
Moghes had forever been ruled by Unathi who have set themselves up as living gods that ruled collections of city-states, and society was built around them. They were called the &#039;&#039;&#039;Ensi&#039;&#039;&#039;. The Ensi were resisted by a successive series of civilizations, scholars, and inventors that worked to proliferate their knowledge and the dream of progress. This struggle played out for twenty thousand years.&lt;br /&gt;
&lt;br /&gt;
|-| Old Bomus (2000 BCE)=&lt;br /&gt;
Eventually, one of these leagues managed to colonize &#039;&#039;&#039;Yzali&#039;&#039;&#039;, the second habitable planet in the system. In retaliation the Ensi destroyed the colonizers&#039; cities on the homeworld and the colony was left to itself. The colonists on Yzali, despite being abandoned, proliferated and became a well-organized, complex technocratic nation that exploited the planet and each other in a relentless drive for what they defined as progress.&lt;br /&gt;
&lt;br /&gt;
After surpassing its home world, Yzali dominated the &#039;&#039;&#039;Bomus&#039;&#039;&#039; system with advanced technology including android and cyborg soldiers called &#039;&#039;&#039;Akran -&#039;&#039;&#039; the precursor of modern Aut&#039;akh. With its own biosphere tapped out by the end of the era, Yzali &#039;&#039;&#039;Techno-Princes&#039;&#039;&#039; colonized the barren world of &#039;&#039;&#039;Zakkeran&#039;&#039;&#039; and terraformed it, and then eventually turned with the power of two worlds to dominate the old home world of Moghes, disrupting the rule of the Ensi with high technology.&lt;br /&gt;
&lt;br /&gt;
By the 1600&#039;s CE, with the Yzali ascendant and masters of the solar system, the Tech-Princes that ruled the nascent new solar power sought ever-increasing ways to improve themselves. Breakthroughs in mind-mapping allowed true cloning and potential immortality. But after the harrowing discovery of Clone Madness, Tech-Princes banned the practice in their realms, not wanting either for a mad clone to ruin their future plans, or to themselves suffer the descent into madness. Only the most vain Ensi of Moghes took in the practice, leading to the one-thousand+ year reign of &#039;&#039;&#039;Hal-aman “the Eternal”&#039;&#039;&#039; - also known as &#039;&#039;&#039;Hal-aman “The Aberration”.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the late 1900&#039;s, shortly before the coming apocalypse of The Diaster, yet another automated colony ship was dispatched to a barren world called Myishum orbiting a neighboring white dwarf in a trip that would take two thousand years - just in time to reach its destination when The Disaster struck.&lt;br /&gt;
&lt;br /&gt;
|-|The Disaster (2000 CE)=&lt;br /&gt;
Around &#039;&#039;&#039;2000&#039;&#039;&#039; CE by sol reckoning, a massive solar flare wiped out the nascent solar Yzali empire, casting them into the role of techno-barbarians while Moghes, with its Ensi well equipped to rule over a technological backwater, enjoyed a resurgence of power in the otherwise post-apocalypse as Yzali rebuilt a new layer over the ruins. Only technology stored in secure caches or otherwise shielded remain spared, and in modern times are called Pre-Disaster Tech. This technology can do wondrous things akin to magic.&lt;br /&gt;
&lt;br /&gt;
|-|Middle Bomus (2300 CE)=&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;2300’s&#039;&#039;&#039; arriving colonists, mostly Jesuit missionaries, encountered the system in a damaged and decrepit colony ship, long since cast adrift by an errant solar flare. Rejected by Moghes and fearing inhumane exploitation by Yzali the majority escaped to Zakkeran, joining the Unathi inhabitants there to form a new syncretic culture. Eventually the Prophet Sassur escaped Moghes and became a translator for the Jesuit mission on Zakkeran. He eventually became a religious leader and then Prophet, galvanizing the Zakkeran population against the colonizers, managing to survive until eventually passing of old age.&lt;br /&gt;
&lt;br /&gt;
In this same era a group of Aut’akh stole a small fleet of Yzali trade ships, faking its loss in a pirate raid and fleeing to hunt for the lost colony ship of &#039;&#039;&#039;Myishum&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-|New Bomus (2400 CE - Present)=&lt;br /&gt;
In modern times Yzali has once again become a hedonistic technocracy, where ambitions tend to be tempered by luxury while merchants and scientists obsess on lost technology from before &#039;&#039;&#039;The Disaster&#039;&#039;&#039;. Moghes continues to resist change as best it can, working to increase the Ensi’s power to better enforce its conservative order. Caught in the middle, Zakkeran struggles to find a new way, with radical and revolutionary visions sweeping through the planet as its syncretic human and Unathi culture works to throw off the two powers and go their own way, while the Aut&#039;akh continue to seperate themselves from the entire messy affair with distance and detachment.&lt;br /&gt;
&lt;br /&gt;
While the four nations had learned of alien life through the arrival of the lost Jesuit missionaries in the Middle Bomus, the arrival of formal expeditions from the other spacefaring powers led to Unathi emissaries being brought out to the wider galaxy. The shock at seeing the sheer size and breadth of the galactic community (and their warships) shook the emissaries to their core. When they returned the Yzali, Moghean, and Zakkeran emissaries spent over a decade hammering out an extremely tenuous and in-name-only alliance between the three planets called &#039;&#039;&#039;The Hegemony&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
|-|Present Day=&lt;br /&gt;
&#039;&#039;&#039;Moghes&#039;&#039;&#039; has incredibly complex and shifting realms of city-states and realms. However half of the planet has been conquered by Hal-aman and his hive-mind of clones.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Yzali&#039;&#039;&#039; is technically a single world government, but in reality its glittering cities - which can even float across the sky or web their way under the oceans - are ruled by petty, vindictive, paranoid, and utterly self-obsessed Tech-Princes.&lt;br /&gt;
&lt;br /&gt;
Zakkeran remains a world of semi-nomadic communes that share the world with colonizing Moghean and Yzali powers, and work to assert themselves and establish a new shining city on a hill.&lt;br /&gt;
&lt;br /&gt;
The Aut&#039;akh remain aloof and distant, technical members of the Hegemony but unwilling to provide much cooperation to their former slavemasters. They seek to continue taking in the unwashed masses yearning to be free - and protected by twenty thousand kilometers of deep ocean.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mechanics ==&lt;br /&gt;
&#039;&#039;&#039;Passive&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.&lt;br /&gt;
* Unathi have claws, which slash and improve unarmed melee attacks.&lt;br /&gt;
* Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.&lt;br /&gt;
** Unathi can only drink alcohol from drinks with butanol instead of ethanol. Butanol gets them drunk similar to ethanol but has no effect on other species.&lt;br /&gt;
* Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.&lt;br /&gt;
* Unathi can safely eat carp and consume carpotoxin.&lt;br /&gt;
* Unathi have the fastest sprint available to any species, but they have low stamina, meaning they can only sprint in short bursts. They also are slower than most other species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Active Abilities&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Unathi can devour monkeys, rats, spiders, carp, and other small mobs by clicking and dragging from the mob to themselves. The animal must hold still for it to work.&lt;br /&gt;
* Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s&#039;s during speech. This can also be pronounced through x&#039;s if their accent is thick. &amp;quot;Thisss issss an ekssample.&amp;quot; You can also Toggle-Auto-Hiss to do this for you.&lt;br /&gt;
* Unathi can sample the air with their tongue and get an accurate sense of the atmospheric composition and temperature.&lt;br /&gt;
* Unique audible emotes: *hiss, *hiss2, *bellow.&lt;br /&gt;
&lt;br /&gt;
== Zakkeran Lore Books ==&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|Sassur’s Epic - Book of Sanu(1)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After Hal-Aman conquered the city-state of Sanu and killed its patron God-King, as well as Sassur’s mother who had been a chariot-rider in the final battle, Hal-Aman punished the city for its resistance and spoke a spell which turned every newborn within the city to ash. Sassur’s father, an attendant of Sanu’s former God, protected the newborn Sassur by placing him in a sealed chamber within the palace. Outside Hal-Aman spoke again and the palace was brought down to rubble, killing Sassur’s father. Sassur was found later by a slave digging up the rubble and spirited away to safety.&lt;br /&gt;
&lt;br /&gt;
Sassur was raised secretly within the court of Hal-Aman by his slave mother Milika until he was old enough for her to convincingly lie that Sassur had been born shortly after Hal-Aman’s conquest, thus spared from his spell. He gained the attention of one of the local four Hal-Aman; part of the ruling immortal hivemind of Hal-Aman clones. He is trained as a scribe and attendant within the floating pyramid that serves as the local Hal-Aman’s palace and city garrison and is known to be pleasant and friendly. Years later Sassur witnessed Hal-Aman lose his temper at a group of slaves and speak a spell which caused half of the slave quarter of the city to fall dead. Deeply disturbed Sassur fled the city-state into the countryside.&lt;br /&gt;
&lt;br /&gt;
During his flight from the city he met a band of travelers that had fled different cities throughout Hal-Aman’s domain and together they journeyed to a relic from Old Bomus, over 400 years ago. After a month-long journey the group discovers the relic and begins to repair it to make their escape. A night during this Sassur has a dream in which an unfamiliar voice reveals itself to be God and commands him to return to Sanu and rescue the people and gave him the words to bid them to follow. God told where Sassur would find a ring that would protect him from Hal-Aman’s power. Waking from the dream Sassur told his companions and left to return to Sanu.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Diaspora(2)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
When Sassur was moving through the mountains and forests to return to Sanu, he found the ring that God spoke of in his dream, discarded at the bottom of a stream. Sassur donned it and knew that he would be safe from Hal-Aman’s power. Returning outside the city Sassur found a gathering of other people of Sanu. Sassur spoke the words that the Lord had told him and the people believed; and bowed their heads. Yet others were fearful and asked how Sassur could save the others still behind the walls.&lt;br /&gt;
&lt;br /&gt;
Sassur told them to pass through the gates and gather the people of Sanu and escape as he dueled with Hal-Aman who would be distracted in rage against Sassur. So Sassur approached the walls and Hal-Aman, in his rage, spoke spells on Sassur to put him to death. Sassur sat on the ground at the gate and prayed. Spell after spell was cast against Sassur by six Hal-Aman’s as the people of Sanu made their escape. The people saw the sky split open over Sassur and the ground around him buckle, and streaks of fire erupt from Hal-Aman’s pyramid and swarms of locusts swarm around Sassur. But in all this Sassur stayed in quiet prayer, untouched and protected by the Lord.&lt;br /&gt;
&lt;br /&gt;
When the people of Sanu were gone into the mountains and forests Sassur rose and spoke the words of the Lord in a tongue unknown by any who heard: &lt;br /&gt;
&lt;br /&gt;
&amp;quot;The sound of music shall not be heard in you anymore. No craftsman of any craft shall be found in you anymore, and the sound of a millstone shall not be heard in you anymore. The light of a lamp shall not shine in you anymore, and the voice of bridegroom and bride shall not be heard in you anymore. Sanu is fallen, to rise no more.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And so Hal-Aman looked down upon the empty city and in rage tore open the ground and cast it into the earth, and by the time he was done Sassur had already lead the people of Sanu into the wilderness.&lt;br /&gt;
&lt;br /&gt;
|-|Sassur’s Epic - Book of Arrival(3)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
Sassur led the people to the relic and they boarded it and escaped Moghes, traveling to the fabled planet of Zakkeran where Unathi lived free. During the trip which took many tendays, the people demanded that Sassur become their new Ensi so they could live as they had before Hal-Aman’s arrival. Sassur was disturbed and refused, and prayed to God. God told Sassur of one of God’s earlier disciples Zamiel and gave Sassur the words that Zamiel spoke. He said, &lt;br /&gt;
&lt;br /&gt;
“This is what the Ensi who will reign over you will claim as his rights: He will take your sons and make them serve with his chariots. Some he will assign to be commanders, and others to plow his ground and reap his harvest, and still others to make weapons of war. He will take your daughters to be perfumers and cooks and bakers. He will take the best of your fields and vineyards and olive groves and give them to his attendants. He will take a tenth of your harvest and of your vintage and give it to his attendants. Your male and female servants and the best of your livestock will take for his own use. He will take a tenth of your flocks, and you yourselves will become his slaves.&lt;br /&gt;
&lt;br /&gt;
The people feared the return of tyranny and spoke no more of it.&lt;br /&gt;
&lt;br /&gt;
When they arrived at Zakkeran, the relic brought them safely to the surface outside a large forest who’s trees were taller than any had ever seen. The people of Sanu were shocked to see Unathi come from the community, and feared ones that looked to be made of metal. Sassur had great difficulty speaking to the locals who had another language, and Sassur asked the people of Sanu for five of its best translators. The people chose among themselves five volunteers and got to work communicating with the locals.&lt;br /&gt;
|-|Sassur’s Epic - Book of Divulgence(4)=&lt;br /&gt;
[A volume that chronicles the life and teachings of the Unathi Sassur (2390 - 2420) with several passages chronicling his journey to eventually become the next Prophet of God.]&lt;br /&gt;
&lt;br /&gt;
After making peace with the community of Zakkeran and learning their language, Sassur and the people of Sanu he led from Moghes lived with them for many years. Then one day a radionathi exclaimed that he heard strange voices coming from the sky that was not any language heard before. Sassur and others came to listen. They soon learned that men from another star sought shelter, as their ark was ancient and falling to pieces. Moghean Ensi offered to take them in if they would become slaves and attendants. The hedonistic Tech-Princes of the planet Yzali promised to shower them in hedonistic luxury if they came there. But Sassur warned them that the Yzali would make them slaves and turn their bodies to metal. So the men came to Zakkeran.&lt;br /&gt;
&lt;br /&gt;
The men emerged and proclaimed themselves Jesuits from a distant star called Earth and they had gotten led astray on the long journey, but now wanted to spread the word of God. Sassur was shaken to hear their words and he remembered the words of this God speaking to him and helping him free his people from Sanu. So Sassur asked the community to take them in and they agreed, and the Jesuits created a community and through Sassur translated the word of God for the people of Zakkeran.&lt;br /&gt;
&lt;br /&gt;
As he spoke the Word to the people of Zakkeran Sassur said, &amp;quot;All who believe shall live together and hold everything in common.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
And they began selling their property and possessions and distributing the proceeds to everyone as anyone had need. All the believers were one in heart and mind. No one claimed that any of their possessions was their own, but they shared everything they had.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=2473</id>
		<title>Zeng-Hu Pharmaceuticals</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=2473"/>
		<updated>2024-02-04T20:09:54Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* NanoTrasen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrgBox|name=Zeng-Hu Pharmaceuticals|image=ZH-bordered.png|hq={{Tooltip|text=Eridani Federation|tooltip=Officially registered as an empty lot in the Eridani Federation.&amp;lt;br&amp;gt;True HQ remains unknown.}}|motto=N/A|founded=2200s|major=Medical, Robotics|minor=|affiliates=|rivals=[[NanoTrasen]]|theme=560351}}&#039;&#039;Zeng-Hu Pharmaceuticals’ retinal implants returned Alesta Milana’s vision. After a flash of white and blinking away spots in her eyes she saw her son’s face for the first time in twenty years.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two years later, while walking through a New Paris park in the early morning her world abruptly went dark. Her eye implants beeped and then shut down. Stumbling home, she was informed by an automated messaging system that her model of implant was defunct and the lab which created them had been shuttered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is the duality of Zeng-Hu Pharmaceuticals, and their cold, calculating monetization of health.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals is a mega-corporation that has assimilated almost the entire medical field into themselves. They own the patents on three-thirds of all prescription and over-the-counter medications, bio-augments, and prosthetics. Their cutthroat espionage and business leverage pried the secrets of cloning out of the hands of the Yzali Unathi Tech-Princes, and the Tech-Princes still ended up paying Zeng-Hu a substantial sum of money for the trouble.&lt;br /&gt;
&lt;br /&gt;
The mega-corporation is owned and overseen entirely by the Zeng-Hu dynasty, which operates within walls of secrecy. Neither the CEO Zuiken  nor his extended family are ever interviewed, photographed, nor personally attend corporate functions. Even these attendances are done in absolute secrecy, with photography forbidden.&lt;br /&gt;
&lt;br /&gt;
= Playable Departments =&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Medical&#039;&#039;&#039; and &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Zeng-Hu in Your Pharmacy =&lt;br /&gt;
The most front-facing of Zeng-Hu is their pharmaceutical wing. Their patent on the ChemMaster 3000 and Chemical Dispensers revolutionized the speed and ease for the creation of medicines in any pharmacy across space. The simplicity of the machine allows pharmacists and chemists to create complex reagents for any occasion from simple ingredients such as acetone, mercury, and sugar. Reagents made from ingredients like these are then administered quickly and easily to patients across the galaxy, even from star ships deployed far out in the frontier.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Body ==&lt;br /&gt;
The mega-corporation has a wide fleet of biomechanical organs, prosthetic limbs, and lab-grown body parts. Patients who suffer from a handicap or injury who cannot otherwise afford these can open a generous credit account with Zeng-Hu, with low interest payments set on fixed 30-year terms. Unfortunately, many of the laboratories which manage these limbs and body-parts are frequently shuttered due to the highly competitive culture within the corporation, with labs sabotaging one another. This often leads to limbs and organs no longer being supported under warranty, and the patient will be required to continue payments. If a patient falls in arrears on a Zeng-Hu credit account, the company reserves the right to remotely disable the proprietary device or repossess it.&lt;br /&gt;
&lt;br /&gt;
Employees within the corporation are pressured to replace their limbs and body-parts with Zeng-Hu proprietary parts, and there are extensive bonuses for employees which take the offer. Like with credit accounts, the limbs are considered rentals and are still fully owned by Zeng-Hu even when fully installed inside an employee and they can be repossessed or disabled if the employee violates the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Cells ==&lt;br /&gt;
Cloning is one of the most controversial aspects of Zeng-Hu. Their first foray into the practice was in the 2360&#039;s, when they first brought the secrets of cloning from the Yzali Tech-Princes. Leaked internal documents showed that after &#039;&#039;The Terraces Lab Fire&#039;&#039; in 2377, Zeng-Hu executives noticed that even cloning far more people all at once than they had ever done before in tests, that every clone, no matter how damaged the original or what limbs or medical conditions were present, all ubiquitously emerged as a fully healthy copy with all ailments eliminated. The process would create a completely rejuvenated, youthful person without a trace of ill health.&lt;br /&gt;
&lt;br /&gt;
The controversy arose in an unsubstantiated conspiracy about Zeng-Hu&#039;s era of &amp;quot;Modern Miracles&amp;quot; that followed. Patients with otherwise terminal illnesses or who were injured beyond the abilities of other companies to repair were enrolled in an extremely private and shrouded &amp;quot;Total Rejuvenation Therapy&amp;quot; which had a 100% success rate, eliminating every trace of ailment and injury, with even whole new limbs perfectly and seamlessly made part of the patient again. Patients would enroll with the most stubborn bone cancers, genetic diseases, or even later stages of dementia and emerge with a bill of clean health. It was an astonishing show of acumen and flung Zeng-Hu into the forefront of the medical industry as everyone who was anyone signed up for the Rejuvenation Therapy - the limit of ten patients per year created a howling demand for Zeng-Hu services on top of genuine desperation for many.&lt;br /&gt;
&lt;br /&gt;
The conspiracy theorists allege that the patients were liquidated and their bodies cloned without the patient&#039;s knowledge of the incident, or with a plasteel-strength Non-Disclosure-Agreement. It&#039;s incredibly difficult to follow-up on the former patients due to pressure from Zeng-Hu&#039;s legal department which has more power than most governments. Detractors to the conspiracy are eager to point out that from what scraps of information we have on the Zeng-Hu family, all of them are known to regularly undergo Rejuvenation Therapy at least once a decade, and it&#039;s argued that surely the Zeng-Hu family isn&#039;t so obsessed with immortality as to willingly submit to the conspirators&#039; alleged version of the Therapy.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu As A Corporate Family ==&lt;br /&gt;
Zeng-Hu holds strong claims on patents of its assets. Zeng-Hu will sue for ownership of a body, legally defined by the company as an aggregate, that has over 1% of Zeng-Hu assets present genetically, physically, or physiologically. Most healthcare scanners are capable of sending private data packets for random audit checks. If an aggregate is created with proprietary assets the aggregate, or its legal guardians will be required to pay the necessary royalties. The company generously allows a 33% discount on royalty payments in such situations that it is reasonable to assume the presence of proprietary assets in the aggregate was inadvertent.&lt;br /&gt;
&lt;br /&gt;
In the event an aggregate or its legal guardians are unable to pay then the issue is referred to the Zeng-Hu Legal Department for potential repossession. When an aggregate is repossessed, barring unfortunate misunderstandings of the company&#039;s legal rights to its property with local, disagreeable governments, the aggregate is placed in the care of Zeng-Hu Pharmaceuticals with a rolling credit until it is of legal age to willingly agree to an employment contract exclusive to Zeng-Hu Pharmaceuticals until the remittance of all outstanding credit to the company. At the time of the contract’s negotiation, the offered alternatives are an arbitration committee to determine which proprietary Zeng-Hu assets within the aggregate shall be returned to the company to settle the balance.&lt;br /&gt;
&lt;br /&gt;
= Relationships =&lt;br /&gt;
&lt;br /&gt;
== Charon Shipping Services ==&lt;br /&gt;
All cargo flows through Charon, which means extensive fees and Charon &#039;randomly&#039; inspecting cargo. Many proprietary Zeng-Hu products remain illegal in a variety of systems, and in times of feuding between the two mega-corporations Charon often flies these products through systems that will inspect then seize the illegal goods. This leverage over Zeng-Hu has allowed Charon to extort many valuable exclusivity contracts where Zeng-Hu is unable to utilize any other transit services. This reliance has long irritated Zeng-Hu, and the corporation frequently makes use of plausibly deniable assets like privateers and mercenaries to attack Charon ships. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen ==&lt;br /&gt;
NanoTrasen is a Zeng-Hu ally, as Zeng-Hu brings the medical expertise to the forefront and NanoTrasen brings the computing power of their research servers. This alliance is not one of mutual love; as mega-corporations both factions would love nothing more than to assimilate the other, but until such an opportunity arises the benefits of cooperation have been coldly calculated to outweigh the drawbacks of sustained corporate espionage or economic warfare. &lt;br /&gt;
&lt;br /&gt;
== United Nations Interstellar Protectorate ==&lt;br /&gt;
A monopoly on healthcare, alleged conspiracies on cloning use, open bribes of officials, and lobbying by populations ravaged by Zeng-Hu&#039;s medical and ethical malpractice are some of the many reasons that the UNIP has been gunning for Zeng-Hu. The effort has seen some victories over the years, but UNIP&#039;s efforts remain as effective as using speed-bumps to stop a glacier. A non-irrelevant number of UNIP firebrands that take up the cause of investigating Zeng-Hu face chronic or acute health complications which vary from a previously unknown kidney disease to collapsed lungs from an airlock explosively decompressing. But Zeng-Hu is not wholly untouchable, as factions within UNIP continue to rally to the cause of defeating this many-headed hydra.&lt;br /&gt;
&lt;br /&gt;
= Playing a Zeng-Hu Contractor =&lt;br /&gt;
Zeng-Hu medical professionals suffer the stereotype of being cold, efficient, and empty of humanity. Part of the unique corporate culture that lends this image is the internal pressure that Zeng-Hu employees should wear gloves at all times. To be seen without gloves is a faux-pas at best, and an embarrassment bordering on public indecency at worst depending on the context. Their doctors are also ruthlessly pragmatic and completely lack bedside manners.&lt;br /&gt;
&lt;br /&gt;
However another stereotype that is encouraged by the corporation is enthusiastic and unbreaking politeness and deference to customers, detractors, and enemies. For contractors that lean in to this stereotype, it’s important to let others know that the contractor isn’t making decisions that are detrimental to someone’s health out of malice, but unavoidable market realities.&lt;br /&gt;
&lt;br /&gt;
There are also contractors that buck both of these trends. Zeng-Hu is so gargantuan and overwhelming that it’s almost a cosmic entity in-and-of-itself. To work in the medical field in many sectors of space makes a Zeng-Hu career mandatory. True believers in using medicine for good also exist within the ranks, who do their best to provide compassionate care.&lt;br /&gt;
&lt;br /&gt;
The same is also true of the Research wings, with a divide between cold, pragmatic scientists and eager idealists wanting to make a better galaxy.&lt;br /&gt;
&lt;br /&gt;
There are also the employees who were raised from birth, known in the legal department as “Aggregates” and as “Valued Employees” upon their employment. Whether or not they were brainwashed, Zeng-Hu tends to be all they knew in childhood. But who knows what they may think once they experience the wider galaxy and see a life beyond the company, or what they may do to take revenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Lore]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=2472</id>
		<title>Hephaestus Industries</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=2472"/>
		<updated>2024-02-04T19:52:36Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Charon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrgBox|name=Hephaestus Industries|image=Hephaestuslogo4.png|hq=Lemnos Station, Sol|motto=Our Chariots Carry Beyond Olympus|founded=2100s|major=Ship Hulls, Robots, General Equipment|minor=Material Processing, Mining, Prospecting|affiliates=|rivals=[[Charon Shipping Services]]|theme=8e6800}}There is no greater display of the raw industrial power of humanity than in Hephaestus Industries. The mega-corporation provides almost two-thirds of all galactic equipment in terms of robots, ship hulls, vehicles, and other finished goods. The fervorous and almost manic scale of fabrication is often credited as the primary reason the [[United Nations Interstellar Protectorate]], and humanity as a whole, was able to explosively expand through the galaxy. The biggest monument to their capabilities remains the small asteroid in orbit of its much larger Lemnos Station HQ; the asteroid being all that remains of the former planet Mercury’s core after a single century of strip-mining and fabrication.&lt;br /&gt;
&lt;br /&gt;
= Playable Departments =&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Engineering&#039;&#039;&#039; and &#039;&#039;&#039;Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their involvement in engineering is almost mandatory for many ships and stations. This is especially true for the New Horizon ship, as it flies a No. 3 Hephaestus-Class Hull, and the mega-corporation contributed to retrofitting what modern infrastructure is on the ship at time of play.&lt;br /&gt;
&lt;br /&gt;
= Hephaestus-Class Hulls =&lt;br /&gt;
There are four &#039;&#039;confirmed&#039;&#039; generations of Heph-Class hulls, with a new model released roughly every century and completely revolutionizing space travel when it does.&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;No. 1 hulls&#039;&#039;&#039; were the first general-purpose interstellar-capable ship created by humanity in the  2180’s. It was much smaller than modern ships and lacked the ability to be customized by the user beyond cosmetics, but boasted a record of being the safest transport available at the time.&lt;br /&gt;
# &#039;&#039;&#039;The No. 2 hulls&#039;&#039;&#039; appeared in 2300 and featured greater customization, life-support efficiency, and was the first generation to use plasteel in its design. The hull is still common to spacers and shaft miners on the periphery of known space as no No. 2 hull has ever been known to break down under stress any less than enemy fire, and what damage the hull does take can be quickly repaired from common materials.&lt;br /&gt;
# &#039;&#039;&#039;No. 3 hulls&#039;&#039;&#039; were launched in 2400 as the cutting edge of spaceflight. Design changes and a refinement of plasteel production allowed ships to skyrocket in size. This is the first generation of interstellar ships indefinitely holding dozens or even hundreds of passengers at a time. Every single floor tile, pipe, and piece of wiring could be fully customized while in the field without the ship having to dock for a retrofit. This radical change meant No. 3 hulls were on the forefront of exploring the frontier, with the ships out in wild space for months at a time, able to do maintenance in the field with materials present in most common asteroids. The New Horizon ship is one of the earliest of the No. 3 hulls. This hull type remains the most ubiquitous across human space, with proliferation even among alien powers.&lt;br /&gt;
# &#039;&#039;&#039;No. 4 hulls&#039;&#039;&#039; instantly made all other hulls obsolete when it hit space in 2505. No. 4 boasts an even greater hull strength than earlier ships, and the ability to fly through the atmosphere of a planet or the crushing depths of a water world without losing hull cohesion. Part of this comes from the novel energy shielding that this generation of hulls use. They also incorporate on-board manufacturing and fabrication equipment, turning every ship with a No. 4 hull into a mobile factory that can even, with enough time and raw materials, fabricate an entire other vessel. This has created a new era of spaceflight where many are wondering if “spaceports” may be on their way out, as more and more No. 4 hulls - while being exorbitantly expensive - slowly proliferate through known space.&lt;br /&gt;
# &#039;&#039;&#039;No. 5 hulls&#039;&#039;&#039; remain entirely within the realm of the hypothetical, but unsubstantiated sources have periodically claimed Hephaestus is sketching preliminary concepts for a new generation of hull to be released in the early- or mid- 2600’s. Very little information exists about its capabilities. The only rumor of substance known at time of writing is that a laboratory test allegedly proves the new material used for a No. 5 hull is impervious to all known forms of energy and physical damage. There is a frenetic and fervorous scale of corporate espionage as other mega-corporations attempt to steal any scrap of knowledge of the No. 5 hull types that they can.&lt;br /&gt;
&lt;br /&gt;
= Hephaestus Robotics =&lt;br /&gt;
The ubiquity of robots in stellar craft is partially owed to the influence of Hephaestus. Its robots - also known as ‘borgs’ colloquially - are renowned for their relative ease of fabrication and repair. Prior to Hephaestus’ break-out in the field in the 2XXX’s, robotics were expensive, high maintenance, and could only be repaired in specialized robotics bays. The introduction of the Heph-Brand General Purpose Robot completely upended hundreds of years of conventional wisdom in robotics. Hephaestus borgs began their life as a generic template that could be customized to fit into any necessary job from engineering to medical.&lt;br /&gt;
&lt;br /&gt;
Time has allowed other mega-corporations with a stake in robotics to catch up to Hephaestus’ explosive arrival in the field, but the new conventional wisdom is still built on Hephaestus’ original idea. Now robots tend to arrive at a customer as a factory default template robot, but can rapidly re-assemble itself to fit into any necessary role and then operate immediately. These configurations can then be changed by a machinist, so that an engineering borg may be reconfigured into a medical, service, janitorial, or many other types of borg.&lt;br /&gt;
&lt;br /&gt;
Modern robots also remain relatively simple to repair for engineers, with most maintenance needing only re-wiring, or a welding patch job. However one area where this philosophy fails is with the Man-Machine-Interfaces themselves; the incredibly complex and delicate devices and cyborg brains themselves remain exclusively within the field of specialized machinists, must to the chagrin of Hephaestus engineers.&lt;br /&gt;
&lt;br /&gt;
= Playing a Hephaestus Contractor =&lt;br /&gt;
The stereotype of typical Hephaestus Engineers is that they’re a culture of down-to-earth, blue-collar workers when things are quiet and manic MacGyvers when their skills are needed. Hephaestus engineering training encourages quick, out-of-the-box solutions to engineering problems and a heavy emphasis on recycling to ensure its engineers are able to solve any problems with a Heph-class hull even if they’re light-years away from a port. However this stereotype is becoming outdated as a relic of the No. 3 era, as a new generation of Engineers have boarded ships like the New Horizon experienced with the new model of No. 4 hulls. &lt;br /&gt;
&lt;br /&gt;
No. 4 hulls are so impervious to most damage that No. 4 era engineers, with plenty of downtime, are stereotyped as dry, bland, and worried about paperwork and procedure. No. 4 era Hephaestus Engineers often clash with No. 3 era engineers when they board older hulls like the New Horizon, where the old mindset remains.&lt;br /&gt;
&lt;br /&gt;
Hephaestus contractors in Operations are often stereotyped like their engineering cousins; unfriendly to paperwork and proper procedures but as reliable as a No. 3 hull. They’re considered by many to be mavericks who don’t play by the rules but get results. A new generation of Operations personnel are, like the new generation of engineers, more aligned with &amp;quot;stuffy&amp;quot;, &amp;quot;white-collar&amp;quot; attitudes.&lt;br /&gt;
&lt;br /&gt;
= Relationships =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Zavodskoi&#039;&#039;&#039;  Interstellar ==&lt;br /&gt;
The arch-rival of Hephaestus Industries across the galaxy. The tension has flared off and on over the centuries around Zavodskoi&#039;s alleged shady morals. The two mega-corporations also ruthlessly compete in the exosuit market, with Hephaestus&#039; cheaper, customizable exo-suits struggling against Zavodskoi&#039;s sturdier constructions. Hephaestus also draws their arch-rival&#039;s ire through the creation of IPCs. Hephaestus has also tried unceasingly to break into the internal market of Dominia which Zavodskoi has fully monopolized. Hephaestus would like nothing more than to force Zavodskoi into bankruptcy by outproducing their rivals over-engineered, expensive toys.&lt;br /&gt;
&lt;br /&gt;
== Charon ==&lt;br /&gt;
Charon Shipping Services competes with Hephaestus in operations-based markets, and Charon freighters have many exclusive rights to transit cargo in lucrative shipping lanes. Hephaestus also resents the fact that their own products often have to be marked up as Charon charges shipping fees, which makes non-Hephaestus products competitive in the destination markets. Hephaestus also artificially maintains their superiority in IPC production through stifling Charon&#039;s ability to create Hephaestus licensed chassis, which frustrates Charon&#039;s attempts to become competitive in the IPC market.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen ==&lt;br /&gt;
NanoTrasen is not a direct competitor in many of Hephaestus&#039; direct industries but the two corporations remain locked in a power struggle. Both the mega-corporations hold immense political sway across the United Interstellar Earth Protectorate. The ability for the mega-corporations to steamroll other powers of the galaxy has long relied on the backing of UNIP&#039;s immense political, economic, and military strength. The struggle for primacy between Hephaestus&#039; Board and CEO has allowed NanoTrasen to peel off many of Hephaestus&#039; former political allies and court others. The internal feuding had even allowed NanoTrasen to purchase broad contracts across Venus, which before was a full and unquestioned Hephaestus monopoly. An intense and bloody campaign of corporate espionage saw NanoTrasen&#039;s foothold flounder and the contracts dissolved, but the incident has continued to spook Hephaestus so severely that it made the Board and CEO temporarily come to terms to coordinate a more expanded campaign of corporate warfare.&lt;br /&gt;
&lt;br /&gt;
= Corporate Culture - &amp;quot;The Herasts&amp;quot; =&lt;br /&gt;
The maverick, almost blue-collar culture of Hephaestus has been increasingly chafing against the new generation of engineers, management, and even customers. The shift came after the release of Heph-Class No. 3 Hulls in the 2400’s which cemented Hephaestus’ status as a mega-corporation. In the almost two-centuries since then, the newer generations were born and raised that are almost all influenced by Hephaestus being an unrivaled power in hull making, or only knew No. 3 hulls and beyond.&lt;br /&gt;
&lt;br /&gt;
This has created a more closed, complacent culture especially among the newer No. 4 generation. This newer generation was dubbed the &#039;&#039;“Herasts”&#039;&#039; sardonically by former CEO Alice Aeson in the 2550s. It references the original myth of Hephaestus and his relationship with his estranged mother, who wanted him to return to Olympus only so he could make her shiny crafts without actually loving her son beyond his tools. They are also called &#039;&#039;&amp;quot;The Fours&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The conflict has been going on for a century now, and is primarily portrayed through the bitter power struggle between Hephaestus’ current CEO Titanius Aeson and the Board of Directors. The new CEO assumed the mantle after his mother’s death in the 2450’s, and has fought to continue the meritocratic, maverick culture of Hephaestus that was present before the No. 3 hulls were launched.&lt;br /&gt;
&lt;br /&gt;
The closed culture represented by the Board wants to keep the mega-corporation neutral in all affairs, wanting to sell to anyone and everyone in the galaxy without any statement of morals or values. This closed culture also means employees who voice disagreement with corporate policy with ‘out-of-the-box’ thinking are punished, either explicitly or subtly. This is also present in the new generation of engineers being taught to follow the company line, and to strictly follow regulations and procedures.&lt;br /&gt;
&lt;br /&gt;
The more open culture championed by Titanius Aeson is a continuation of the generations before No. 3 hulls, where engineers, miners, and employees were encouraged to think on their feet and firmly commit to their values. Former CEO Alice Aeson  was famous for sticking to her guns and refusing to ‘cheat’ her customers, while also keeping the company on the ‘right path’ by doing the unthinkable: calling out oppressive or immoral policies from star nations, even &#039;&#039;friendly&#039;&#039; ones.&lt;br /&gt;
&lt;br /&gt;
The biggest controversy within Hephaestus is a rumor (fervently denied at every step) that the alleged No. 5 hull will not be repairable ‘in the field’ and would need to dock at a Hephaestus proprietary shipyard. This would be a monumental shift that would affect space-faring powers across the galaxy. Many believe that the shadowy struggle behind this specific change is responsible for much espionage striking the mega-corporation lately&#039;&#039;,&#039;&#039; which sometimes pulls in outside actors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=2423</id>
		<title>Zeng-Hu Pharmaceuticals</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=2423"/>
		<updated>2024-02-03T17:06:29Z</updated>

		<summary type="html">&lt;p&gt;Marlon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrgBox|name=Zeng-Hu Pharmaceuticals|image=ZH-bordered.png|hq={{Tooltip|text=Eridani Federation|tooltip=Officially registered as an empty lot in the Eridani Federation.&amp;lt;br&amp;gt;True HQ remains unknown.}}|motto=N/A|founded=2200s|major=Medical, Robotics|minor=|affiliates=|rivals=[[NanoTrasen]]|theme=560351}}&#039;&#039;Zeng-Hu Pharmaceuticals’ retinal implants returned Alesta Milana’s vision. After a flash of white and blinking away spots in her eyes she saw her son’s face for the first time in twenty years.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two years later, while walking through a New Paris park in the early morning her world abruptly went dark. Her eye implants beeped and then shut down. Stumbling home, she was informed by an automated messaging system that her model of implant was defunct and the lab which created them had been shuttered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is the duality of Zeng-Hu Pharmaceuticals, and their cold, calculating monetization of health.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals is a mega-corporation that has assimilated almost the entire medical field into themselves. They own the patents on three-thirds of all prescription and over-the-counter medications, bio-augments, and prosthetics. Their cutthroat espionage and business leverage pried the secrets of cloning out of the hands of the Yzali Unathi Tech-Princes, and the Tech-Princes still ended up paying Zeng-Hu a substantial sum of money for the trouble.&lt;br /&gt;
&lt;br /&gt;
The mega-corporation is owned and overseen entirely by the Zeng-Hu dynasty, which operates within walls of secrecy. Neither the CEO Zuiken  nor his extended family are ever interviewed, photographed, nor personally attend corporate functions. Even these attendances are done in absolute secrecy, with photography forbidden.&lt;br /&gt;
&lt;br /&gt;
= Playable Departments =&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Medical&#039;&#039;&#039; and &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
= Zeng-Hu in Your Pharmacy =&lt;br /&gt;
The most front-facing of Zeng-Hu is their pharmaceutical wing. Their patent on the ChemMaster 3000 and Chemical Dispensers revolutionized the speed and ease for the creation of medicines in any pharmacy across space. The simplicity of the machine allows pharmacists and chemists to create complex reagents for any occasion from simple ingredients such as acetone, mercury, and sugar. Reagents made from ingredients like these are then administered quickly and easily to patients across the galaxy, even from star ships deployed far out in the frontier.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Body ==&lt;br /&gt;
The mega-corporation has a wide fleet of biomechanical organs, prosthetic limbs, and lab-grown body parts. Patients who suffer from a handicap or injury who cannot otherwise afford these can open a generous credit account with Zeng-Hu, with low interest payments set on fixed 30-year terms. Unfortunately, many of the laboratories which manage these limbs and body-parts are frequently shuttered due to the highly competitive culture within the corporation, with labs sabotaging one another. This often leads to limbs and organs no longer being supported under warranty, and the patient will be required to continue payments. If a patient falls in arrears on a Zeng-Hu credit account, the company reserves the right to remotely disable the proprietary device or repossess it.&lt;br /&gt;
&lt;br /&gt;
Employees within the corporation are pressured to replace their limbs and body-parts with Zeng-Hu proprietary parts, and there are extensive bonuses for employees which take the offer. Like with credit accounts, the limbs are considered rentals and are still fully owned by Zeng-Hu even when fully installed inside an employee and they can be repossessed or disabled if the employee violates the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Cells ==&lt;br /&gt;
Cloning is one of the most controversial aspects of Zeng-Hu. Their first foray into the practice was in the 2360&#039;s, when they first brought the secrets of cloning from the Yzali Tech-Princes. Leaked internal documents showed that after &#039;&#039;The Terraces Lab Fire&#039;&#039; in 2377, Zeng-Hu executives noticed that even cloning far more people all at once than they had ever done before in tests, that every clone, no matter how damaged the original or what limbs or medical conditions were present, all ubiquitously emerged as a fully healthy copy with all ailments eliminated. The process would create a completely rejuvenated, youthful person without a trace of ill health.&lt;br /&gt;
&lt;br /&gt;
The controversy arose in an unsubstantiated conspiracy about Zeng-Hu&#039;s era of &amp;quot;Modern Miracles&amp;quot; that followed. Patients with otherwise terminal illnesses or who were injured beyond the abilities of other companies to repair were enrolled in an extremely private and shrouded &amp;quot;Total Rejuvenation Therapy&amp;quot; which had a 100% success rate, eliminating every trace of ailment and injury, with even whole new limbs perfectly and seamlessly made part of the patient again. Patients would enroll with the most stubborn bone cancers, genetic diseases, or even later stages of dementia and emerge with a bill of clean health. It was an astonishing show of acumen and flung Zeng-Hu into the forefront of the medical industry as everyone who was anyone signed up for the Rejuvenation Therapy - the limit of ten patients per year created a howling demand for Zeng-Hu services on top of genuine desperation for many.&lt;br /&gt;
&lt;br /&gt;
The conspiracy theorists allege that the patients were liquidated and their bodies cloned without the patient&#039;s knowledge of the incident, or with a plasteel-strength Non-Disclosure-Agreement. It&#039;s incredibly difficult to follow-up on the former patients due to pressure from Zeng-Hu&#039;s legal department which has more power than most governments. Detractors to the conspiracy are eager to point out that from what scraps of information we have on the Zeng-Hu family, all of them are known to regularly undergo Rejuvenation Therapy at least once a decade, and it&#039;s argued that surely the Zeng-Hu family isn&#039;t so obsessed with immortality as to willingly submit to the conspirators&#039; alleged version of the Therapy.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu As A Corporate Family ==&lt;br /&gt;
Zeng-Hu holds strong claims on patents of its assets. Zeng-Hu will sue for ownership of a body, legally defined by the company as an aggregate, that has over 1% of Zeng-Hu assets present genetically, physically, or physiologically. Most healthcare scanners are capable of sending private data packets for random audit checks. If an aggregate is created with proprietary assets the aggregate, or its legal guardians will be required to pay the necessary royalties. The company generously allows a 33% discount on royalty payments in such situations that it is reasonable to assume the presence of proprietary assets in the aggregate was inadvertent.&lt;br /&gt;
&lt;br /&gt;
In the event an aggregate or its legal guardians are unable to pay then the issue is referred to the Zeng-Hu Legal Department for potential repossession. When an aggregate is repossessed, barring unfortunate misunderstandings of the company&#039;s legal rights to its property with local, disagreeable governments, the aggregate is placed in the care of Zeng-Hu Pharmaceuticals with a rolling credit until it is of legal age to willingly agree to an employment contract exclusive to Zeng-Hu Pharmaceuticals until the remittance of all outstanding credit to the company. At the time of the contract’s negotiation, the offered alternatives are an arbitration committee to determine which proprietary Zeng-Hu assets within the aggregate shall be returned to the company to settle the balance.&lt;br /&gt;
&lt;br /&gt;
= Relationships =&lt;br /&gt;
&lt;br /&gt;
== Charon Shipping Services ==&lt;br /&gt;
All cargo flows through Charon, which means extensive fees and Charon &#039;randomly&#039; inspecting cargo. Many proprietary Zeng-Hu products remain illegal in a variety of systems, and in times of feuding between the two mega-corporations Charon often flies these products through systems that will inspect then seize the illegal goods. This leverage over Zeng-Hu has allowed Charon to extort many valuable exclusivity contracts where Zeng-Hu is unable to utilize any other transit services. This reliance has long irritated Zeng-Hu, and the corporation frequently makes use of plausibly deniable assets like privateers and mercenaries to attack Charon ships. &lt;br /&gt;
&lt;br /&gt;
== NanoTrasen ==&lt;br /&gt;
Two competing factions for medical research, Zeng-Hu has ambitions to assimilate NanoTrasen into its own corporate family. &lt;br /&gt;
&lt;br /&gt;
== United Nations Interstellar Protectorate ==&lt;br /&gt;
A monopoly on healthcare, alleged conspiracies on cloning use, open bribes of officials, and lobbying by populations ravaged by Zeng-Hu&#039;s medical and ethical malpractice are some of the many reasons that the UNIP has been gunning for Zeng-Hu. The effort has seen some victories over the years, but UNIP&#039;s efforts remain as effective as using speed-bumps to stop a glacier. A non-irrelevant number of UNIP firebrands that take up the cause of investigating Zeng-Hu face chronic or acute health complications which vary from a previously unknown kidney disease to collapsed lungs from an airlock explosively decompressing. But Zeng-Hu is not wholly untouchable, as factions within UNIP continue to rally to the cause of defeating this many-headed hydra.&lt;br /&gt;
&lt;br /&gt;
= Playing a Zeng-Hu Contractor =&lt;br /&gt;
Zeng-Hu medical professionals suffer the stereotype of being cold, efficient, and empty of humanity. Part of the unique corporate culture that lends this image is the internal pressure that Zeng-Hu employees should wear gloves at all times. To be seen without gloves is a faux-pas at best, and an embarrassment bordering on public indecency at worst depending on the context. Their doctors are also ruthlessly pragmatic and completely lack bedside manners.&lt;br /&gt;
&lt;br /&gt;
However another stereotype that is encouraged by the corporation is enthusiastic and unbreaking politeness and deference to customers, detractors, and enemies. For contractors that lean in to this stereotype, it’s important to let others know that the contractor isn’t making decisions that are detrimental to someone’s health out of malice, but unavoidable market realities.&lt;br /&gt;
&lt;br /&gt;
There are also contractors that buck both of these trends. Zeng-Hu is so gargantuan and overwhelming that it’s almost a cosmic entity in-and-of-itself. To work in the medical field in many sectors of space makes a Zeng-Hu career mandatory. True believers in using medicine for good also exist within the ranks, who do their best to provide compassionate care.&lt;br /&gt;
&lt;br /&gt;
The same is also true of the Research wings, with a divide between cold, pragmatic scientists and eager idealists wanting to make a better galaxy.&lt;br /&gt;
&lt;br /&gt;
There are also the employees who were raised from birth, known in the legal department as “Aggregates” and as “Valued Employees” upon their employment. Whether or not they were brainwashed, Zeng-Hu tends to be all they knew in childhood. But who knows what they may think once they experience the wider galaxy and see a life beyond the company, or what they may do to take revenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Lore]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=2422</id>
		<title>Hephaestus Industries</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=2422"/>
		<updated>2024-02-03T16:54:59Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Corporate Culture - &amp;quot;The Herasts&amp;quot; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrgBox|name=Hephaestus Industries|image=Hephaestuslogo4.png|hq=Lemnos Station, Sol|motto=Our Chariots Carry Beyond Olympus|founded=2100s|major=Ship Hulls, Robots, General Equipment|minor=Material Processing, Mining, Prospecting|affiliates=|rivals=[[Charon Shipping Services]]|theme=8e6800}}There is no greater display of the raw industrial power of humanity than in Hephaestus Industries. The mega-corporation provides almost two-thirds of all galactic equipment in terms of robots, ship hulls, vehicles, and other finished goods. The fervorous and almost manic scale of fabrication is often credited as the primary reason the [[United Nations Interstellar Protectorate]], and humanity as a whole, was able to explosively expand through the galaxy. The biggest monument to their capabilities remains the small asteroid in orbit of its much larger Lemnos Station HQ; the asteroid being all that remains of the former planet Mercury’s core after a single century of strip-mining and fabrication.&lt;br /&gt;
&lt;br /&gt;
= Playable Departments =&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Engineering&#039;&#039;&#039; and &#039;&#039;&#039;Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their involvement in engineering is almost mandatory for many ships and stations. This is especially true for the New Horizon ship, as it flies a No. 3 Hephaestus-Class Hull, and the mega-corporation contributed to retrofitting what modern infrastructure is on the ship at time of play.&lt;br /&gt;
&lt;br /&gt;
= Hephaestus-Class Hulls =&lt;br /&gt;
There are four &#039;&#039;confirmed&#039;&#039; generations of Heph-Class hulls, with a new model released roughly every century and completely revolutionizing space travel when it does.&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;No. 1 hulls&#039;&#039;&#039; were the first general-purpose interstellar-capable ship created by humanity in the  2180’s. It was much smaller than modern ships and lacked the ability to be customized by the user beyond cosmetics, but boasted a record of being the safest transport available at the time.&lt;br /&gt;
# &#039;&#039;&#039;The No. 2 hulls&#039;&#039;&#039; appeared in 2300 and featured greater customization, life-support efficiency, and was the first generation to use plasteel in its design. The hull is still common to spacers and shaft miners on the periphery of known space as no No. 2 hull has ever been known to break down under stress any less than enemy fire, and what damage the hull does take can be quickly repaired from common materials.&lt;br /&gt;
# &#039;&#039;&#039;No. 3 hulls&#039;&#039;&#039; were launched in 2400 as the cutting edge of spaceflight. Design changes and a refinement of plasteel production allowed ships to skyrocket in size. This is the first generation of interstellar ships indefinitely holding dozens or even hundreds of passengers at a time. Every single floor tile, pipe, and piece of wiring could be fully customized while in the field without the ship having to dock for a retrofit. This radical change meant No. 3 hulls were on the forefront of exploring the frontier, with the ships out in wild space for months at a time, able to do maintenance in the field with materials present in most common asteroids. The New Horizon ship is one of the earliest of the No. 3 hulls. This hull type remains the most ubiquitous across human space, with proliferation even among alien powers.&lt;br /&gt;
# &#039;&#039;&#039;No. 4 hulls&#039;&#039;&#039; instantly made all other hulls obsolete when it hit space in 2505. No. 4 boasts an even greater hull strength than earlier ships, and the ability to fly through the atmosphere of a planet or the crushing depths of a water world without losing hull cohesion. Part of this comes from the novel energy shielding that this generation of hulls use. They also incorporate on-board manufacturing and fabrication equipment, turning every ship with a No. 4 hull into a mobile factory that can even, with enough time and raw materials, fabricate an entire other vessel. This has created a new era of spaceflight where many are wondering if “spaceports” may be on their way out, as more and more No. 4 hulls - while being exorbitantly expensive - slowly proliferate through known space.&lt;br /&gt;
# &#039;&#039;&#039;No. 5 hulls&#039;&#039;&#039; remain entirely within the realm of the hypothetical, but unsubstantiated sources have periodically claimed Hephaestus is sketching preliminary concepts for a new generation of hull to be released in the early- or mid- 2600’s. Very little information exists about its capabilities. The only rumor of substance known at time of writing is that a laboratory test allegedly proves the new material used for a No. 5 hull is impervious to all known forms of energy and physical damage. There is a frenetic and fervorous scale of corporate espionage as other mega-corporations attempt to steal any scrap of knowledge of the No. 5 hull types that they can.&lt;br /&gt;
&lt;br /&gt;
= Hephaestus Robotics =&lt;br /&gt;
The ubiquity of robots in stellar craft is partially owed to the influence of Hephaestus. Its robots - also known as ‘borgs’ colloquially - are renowned for their relative ease of fabrication and repair. Prior to Hephaestus’ break-out in the field in the 2XXX’s, robotics were expensive, high maintenance, and could only be repaired in specialized robotics bays. The introduction of the Heph-Brand General Purpose Robot completely upended hundreds of years of conventional wisdom in robotics. Hephaestus borgs began their life as a generic template that could be customized to fit into any necessary job from engineering to medical.&lt;br /&gt;
&lt;br /&gt;
Time has allowed other mega-corporations with a stake in robotics to catch up to Hephaestus’ explosive arrival in the field, but the new conventional wisdom is still built on Hephaestus’ original idea. Now robots tend to arrive at a customer as a factory default template robot, but can rapidly re-assemble itself to fit into any necessary role and then operate immediately. These configurations can then be changed by a machinist, so that an engineering borg may be reconfigured into a medical, service, janitorial, or many other types of borg.&lt;br /&gt;
&lt;br /&gt;
Modern robots also remain relatively simple to repair for engineers, with most maintenance needing only re-wiring, or a welding patch job. However one area where this philosophy fails is with the Man-Machine-Interfaces themselves; the incredibly complex and delicate devices and cyborg brains themselves remain exclusively within the field of specialized machinists, must to the chagrin of Hephaestus engineers.&lt;br /&gt;
&lt;br /&gt;
= Playing a Hephaestus Contractor =&lt;br /&gt;
The stereotype of typical Hephaestus Engineers is that they’re a culture of down-to-earth, blue-collar workers when things are quiet and manic MacGyvers when their skills are needed. Hephaestus engineering training encourages quick, out-of-the-box solutions to engineering problems and a heavy emphasis on recycling to ensure its engineers are able to solve any problems with a Heph-class hull even if they’re light-years away from a port. However this stereotype is becoming outdated as a relic of the No. 3 era, as a new generation of Engineers have boarded ships like the New Horizon experienced with the new model of No. 4 hulls. &lt;br /&gt;
&lt;br /&gt;
No. 4 hulls are so impervious to most damage that No. 4 era engineers, with plenty of downtime, are stereotyped as dry, bland, and worried about paperwork and procedure. No. 4 era Hephaestus Engineers often clash with No. 3 era engineers when they board older hulls like the New Horizon, where the old mindset remains.&lt;br /&gt;
&lt;br /&gt;
Hephaestus contractors in Operations are often stereotyped like their engineering cousins; unfriendly to paperwork and proper procedures but as reliable as a No. 3 hull. They’re considered by many to be mavericks who don’t play by the rules but get results. A new generation of Operations personnel are, like the new generation of engineers, more aligned with &amp;quot;stuffy&amp;quot;, &amp;quot;white-collar&amp;quot; attitudes.&lt;br /&gt;
&lt;br /&gt;
= Relationships =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Zavodskoi&#039;&#039;&#039;  Interstellar ==&lt;br /&gt;
The arch-rival of Hephaestus Industries across the galaxy. The tension has flared off and on over the centuries around Zavodskoi&#039;s alleged shady morals. The two mega-corporations also ruthlessly compete in the exosuit market, with Hephaestus&#039; cheaper, customizable exo-suits struggling against Zavodskoi&#039;s sturdier constructions. Hephaestus also draws their arch-rival&#039;s ire through the creation of IPCs. Hephaestus has also tried unceasingly to break into the internal market of Dominia which Zavodskoi has fully monopolized. Hephaestus would like nothing more than to force Zavodskoi into bankruptcy by outproducing their rivals over-engineered, expensive toys.&lt;br /&gt;
&lt;br /&gt;
== Charon ==&lt;br /&gt;
Charon Shipping Services competes with Hephaestus in operations-based markets, and Charon freighters have many exclusive rights to transit cargo in lucrative shipping lanes. Hephaestus also resents the fact that their own products often have to be marked up as Charon charges shipping fees, which makes non-Hephaestus products competitive in the destination markets. Hephaestus has also slightly fallen behind Charon on the fabrication and sell of IPCs and general robots, with that fact having served as a wake-up call to the Board and CEO even as those two factions bitterly scheme against one another. That any organization in the whole galaxy could ever out-compete Hephaestus in any of its primary fields remains a bitter black eye to the mega-corporation that fed the entire planet Mercury through its industrial foundries.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen ==&lt;br /&gt;
NanoTrasen is not a direct competitor in many of Hephaestus&#039; direct industries but the two corporations remain locked in a power struggle. Both the mega-corporations hold immense political sway across the United Interstellar Earth Protectorate. The ability for the mega-corporations to steamroll other powers of the galaxy has long relied on the backing of UNIP&#039;s immense political, economic, and military strength. The struggle for primacy between Hephaestus&#039; Board and CEO has allowed NanoTrasen to peel off many of Hephaestus&#039; former political allies and court others. The internal feuding had even allowed NanoTrasen to purchase broad contracts across Venus, which before was a full and unquestioned Hephaestus monopoly. An intense and bloody campaign of corporate espionage saw NanoTrasen&#039;s foothold flounder and the contracts dissolved, but the incident has continued to spook Hephaestus so severely that it made the Board and CEO temporarily come to terms to coordinate a more expanded campaign of corporate warfare.&lt;br /&gt;
&lt;br /&gt;
= Corporate Culture - &amp;quot;The Herasts&amp;quot; =&lt;br /&gt;
The maverick, almost blue-collar culture of Hephaestus has been increasingly chafing against the new generation of engineers, management, and even customers. The shift came after the release of Heph-Class No. 3 Hulls in the 2400’s which cemented Hephaestus’ status as a mega-corporation. In the almost two-centuries since then, the newer generations were born and raised that are almost all influenced by Hephaestus being an unrivaled power in hull making, or only knew No. 3 hulls and beyond.&lt;br /&gt;
&lt;br /&gt;
This has created a more closed, complacent culture especially among the newer No. 4 generation. This newer generation was dubbed the &#039;&#039;“Herasts”&#039;&#039; sardonically by former CEO Alice Aeson in the 2550s. It references the original myth of Hephaestus and his relationship with his estranged mother, who wanted him to return to Olympus only so he could make her shiny crafts without actually loving her son beyond his tools. They are also called &#039;&#039;&amp;quot;The Fours&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The conflict has been going on for a century now, and is primarily portrayed through the bitter power struggle between Hephaestus’ current CEO Titanius Aeson and the Board of Directors. The new CEO assumed the mantle after his mother’s death in the 2450’s, and has fought to continue the meritocratic, maverick culture of Hephaestus that was present before the No. 3 hulls were launched.&lt;br /&gt;
&lt;br /&gt;
The closed culture represented by the Board wants to keep the mega-corporation neutral in all affairs, wanting to sell to anyone and everyone in the galaxy without any statement of morals or values. This closed culture also means employees who voice disagreement with corporate policy with ‘out-of-the-box’ thinking are punished, either explicitly or subtly. This is also present in the new generation of engineers being taught to follow the company line, and to strictly follow regulations and procedures.&lt;br /&gt;
&lt;br /&gt;
The more open culture championed by Titanius Aeson is a continuation of the generations before No. 3 hulls, where engineers, miners, and employees were encouraged to think on their feet and firmly commit to their values. Former CEO Alice Aeson  was famous for sticking to her guns and refusing to ‘cheat’ her customers, while also keeping the company on the ‘right path’ by doing the unthinkable: calling out oppressive or immoral policies from star nations, even &#039;&#039;friendly&#039;&#039; ones.&lt;br /&gt;
&lt;br /&gt;
The biggest controversy within Hephaestus is a rumor (fervently denied at every step) that the alleged No. 5 hull will not be repairable ‘in the field’ and would need to dock at a Hephaestus proprietary shipyard. This would be a monumental shift that would affect space-faring powers across the galaxy. Many believe that the shadowy struggle behind this specific change is responsible for much espionage striking the mega-corporation lately&#039;&#039;,&#039;&#039; which sometimes pulls in outside actors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=2421</id>
		<title>Hephaestus Industries</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=2421"/>
		<updated>2024-02-03T16:53:52Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* NanoTrasen */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrgBox|name=Hephaestus Industries|image=Hephaestuslogo4.png|hq=Lemnos Station, Sol|motto=Our Chariots Carry Beyond Olympus|founded=2100s|major=Ship Hulls, Robots, General Equipment|minor=Material Processing, Mining, Prospecting|affiliates=|rivals=[[Charon Shipping Services]]|theme=8e6800}}There is no greater display of the raw industrial power of humanity than in Hephaestus Industries. The mega-corporation provides almost two-thirds of all galactic equipment in terms of robots, ship hulls, vehicles, and other finished goods. The fervorous and almost manic scale of fabrication is often credited as the primary reason the [[United Nations Interstellar Protectorate]], and humanity as a whole, was able to explosively expand through the galaxy. The biggest monument to their capabilities remains the small asteroid in orbit of its much larger Lemnos Station HQ; the asteroid being all that remains of the former planet Mercury’s core after a single century of strip-mining and fabrication.&lt;br /&gt;
&lt;br /&gt;
== Playable Departments ==&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Engineering&#039;&#039;&#039; and &#039;&#039;&#039;Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their involvement in engineering is almost mandatory for many ships and stations. This is especially true for the New Horizon ship, as it flies a No. 3 Hephaestus-Class Hull, and the mega-corporation contributed to retrofitting what modern infrastructure is on the ship at time of play.&lt;br /&gt;
&lt;br /&gt;
== Hephaestus-Class Hulls ==&lt;br /&gt;
There are four &#039;&#039;confirmed&#039;&#039; generations of Heph-Class hulls, with a new model released roughly every century and completely revolutionizing space travel when it does.&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;No. 1 hulls&#039;&#039;&#039; were the first general-purpose interstellar-capable ship created by humanity in the  2180’s. It was much smaller than modern ships and lacked the ability to be customized by the user beyond cosmetics, but boasted a record of being the safest transport available at the time.&lt;br /&gt;
# &#039;&#039;&#039;The No. 2 hulls&#039;&#039;&#039; appeared in 2300 and featured greater customization, life-support efficiency, and was the first generation to use plasteel in its design. The hull is still common to spacers and shaft miners on the periphery of known space as no No. 2 hull has ever been known to break down under stress any less than enemy fire, and what damage the hull does take can be quickly repaired from common materials.&lt;br /&gt;
# &#039;&#039;&#039;No. 3 hulls&#039;&#039;&#039; were launched in 2400 as the cutting edge of spaceflight. Design changes and a refinement of plasteel production allowed ships to skyrocket in size. This is the first generation of interstellar ships indefinitely holding dozens or even hundreds of passengers at a time. Every single floor tile, pipe, and piece of wiring could be fully customized while in the field without the ship having to dock for a retrofit. This radical change meant No. 3 hulls were on the forefront of exploring the frontier, with the ships out in wild space for months at a time, able to do maintenance in the field with materials present in most common asteroids. The New Horizon ship is one of the earliest of the No. 3 hulls. This hull type remains the most ubiquitous across human space, with proliferation even among alien powers.&lt;br /&gt;
# &#039;&#039;&#039;No. 4 hulls&#039;&#039;&#039; instantly made all other hulls obsolete when it hit space in 2505. No. 4 boasts an even greater hull strength than earlier ships, and the ability to fly through the atmosphere of a planet or the crushing depths of a water world without losing hull cohesion. Part of this comes from the novel energy shielding that this generation of hulls use. They also incorporate on-board manufacturing and fabrication equipment, turning every ship with a No. 4 hull into a mobile factory that can even, with enough time and raw materials, fabricate an entire other vessel. This has created a new era of spaceflight where many are wondering if “spaceports” may be on their way out, as more and more No. 4 hulls - while being exorbitantly expensive - slowly proliferate through known space.&lt;br /&gt;
# &#039;&#039;&#039;No. 5 hulls&#039;&#039;&#039; remain entirely within the realm of the hypothetical, but unsubstantiated sources have periodically claimed Hephaestus is sketching preliminary concepts for a new generation of hull to be released in the early- or mid- 2600’s. Very little information exists about its capabilities. The only rumor of substance known at time of writing is that a laboratory test allegedly proves the new material used for a No. 5 hull is impervious to all known forms of energy and physical damage. There is a frenetic and fervorous scale of corporate espionage as other mega-corporations attempt to steal any scrap of knowledge of the No. 5 hull types that they can.&lt;br /&gt;
&lt;br /&gt;
== Hephaestus Robotics ==&lt;br /&gt;
The ubiquity of robots in stellar craft is partially owed to the influence of Hephaestus. Its robots - also known as ‘borgs’ colloquially - are renowned for their relative ease of fabrication and repair. Prior to Hephaestus’ break-out in the field in the 2XXX’s, robotics were expensive, high maintenance, and could only be repaired in specialized robotics bays. The introduction of the Heph-Brand General Purpose Robot completely upended hundreds of years of conventional wisdom in robotics. Hephaestus borgs began their life as a generic template that could be customized to fit into any necessary job from engineering to medical.&lt;br /&gt;
&lt;br /&gt;
Time has allowed other mega-corporations with a stake in robotics to catch up to Hephaestus’ explosive arrival in the field, but the new conventional wisdom is still built on Hephaestus’ original idea. Now robots tend to arrive at a customer as a factory default template robot, but can rapidly re-assemble itself to fit into any necessary role and then operate immediately. These configurations can then be changed by a machinist, so that an engineering borg may be reconfigured into a medical, service, janitorial, or many other types of borg.&lt;br /&gt;
&lt;br /&gt;
Modern robots also remain relatively simple to repair for engineers, with most maintenance needing only re-wiring, or a welding patch job. However one area where this philosophy fails is with the Man-Machine-Interfaces themselves; the incredibly complex and delicate devices and cyborg brains themselves remain exclusively within the field of specialized machinists, must to the chagrin of Hephaestus engineers.&lt;br /&gt;
&lt;br /&gt;
== Playing a Hephaestus Contractor ==&lt;br /&gt;
The stereotype of typical Hephaestus Engineers is that they’re a culture of down-to-earth, blue-collar workers when things are quiet and manic MacGyvers when their skills are needed. Hephaestus engineering training encourages quick, out-of-the-box solutions to engineering problems and a heavy emphasis on recycling to ensure its engineers are able to solve any problems with a Heph-class hull even if they’re light-years away from a port. However this stereotype is becoming outdated as a relic of the No. 3 era, as a new generation of Engineers have boarded ships like the New Horizon experienced with the new model of No. 4 hulls. &lt;br /&gt;
&lt;br /&gt;
No. 4 hulls are so impervious to most damage that No. 4 era engineers, with plenty of downtime, are stereotyped as dry, bland, and worried about paperwork and procedure. No. 4 era Hephaestus Engineers often clash with No. 3 era engineers when they board older hulls like the New Horizon, where the old mindset remains.&lt;br /&gt;
&lt;br /&gt;
Hephaestus contractors in Operations are often stereotyped like their engineering cousins; unfriendly to paperwork and proper procedures but as reliable as a No. 3 hull. They’re considered by many to be mavericks who don’t play by the rules but get results. A new generation of Operations personnel are, like the new generation of engineers, more aligned with &amp;quot;stuffy&amp;quot;, &amp;quot;white-collar&amp;quot; attitudes.&lt;br /&gt;
&lt;br /&gt;
= Relationships =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Zavodskoi&#039;&#039;&#039;  Interstellar ==&lt;br /&gt;
The arch-rival of Hephaestus Industries across the galaxy. The tension has flared off and on over the centuries around Zavodskoi&#039;s alleged shady morals. The two mega-corporations also ruthlessly compete in the exosuit market, with Hephaestus&#039; cheaper, customizable exo-suits struggling against Zavodskoi&#039;s sturdier constructions. Hephaestus also draws their arch-rival&#039;s ire through the creation of IPCs. Hephaestus has also tried unceasingly to break into the internal market of Dominia which Zavodskoi has fully monopolized. Hephaestus would like nothing more than to force Zavodskoi into bankruptcy by outproducing their rivals over-engineered, expensive toys.&lt;br /&gt;
&lt;br /&gt;
== Charon ==&lt;br /&gt;
Charon Shipping Services competes with Hephaestus in operations-based markets, and Charon freighters have many exclusive rights to transit cargo in lucrative shipping lanes. Hephaestus also resents the fact that their own products often have to be marked up as Charon charges shipping fees, which makes non-Hephaestus products competitive in the destination markets. Hephaestus has also slightly fallen behind Charon on the fabrication and sell of IPCs and general robots, with that fact having served as a wake-up call to the Board and CEO even as those two factions bitterly scheme against one another. That any organization in the whole galaxy could ever out-compete Hephaestus in any of its primary fields remains a bitter black eye to the mega-corporation that fed the entire planet Mercury through its industrial foundries.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen ==&lt;br /&gt;
NanoTrasen is not a direct competitor in many of Hephaestus&#039; direct industries but the two corporations remain locked in a power struggle. Both the mega-corporations hold immense political sway across the United Interstellar Earth Protectorate. The ability for the mega-corporations to steamroll other powers of the galaxy has long relied on the backing of UNIP&#039;s immense political, economic, and military strength. The struggle for primacy between Hephaestus&#039; Board and CEO has allowed NanoTrasen to peel off many of Hephaestus&#039; former political allies and court others. The internal feuding had even allowed NanoTrasen to purchase broad contracts across Venus, which before was a full and unquestioned Hephaestus monopoly. An intense and bloody campaign of corporate espionage saw NanoTrasen&#039;s foothold flounder and the contracts dissolved, but the incident has continued to spook Hephaestus so severely that it made the Board and CEO temporarily come to terms to coordinate a more expanded campaign of corporate warfare.&lt;br /&gt;
&lt;br /&gt;
== Corporate Culture - &amp;quot;The Herasts&amp;quot; ==&lt;br /&gt;
The maverick, almost blue-collar culture of Hephaestus has been increasingly chafing against the new generation of engineers, management, and even customers. The shift came after the release of Heph-Class No. 3 Hulls in the 2400’s which cemented Hephaestus’ status as a mega-corporation. In the almost two-centuries since then, the newer generations were born and raised that are almost all influenced by Hephaestus being an unrivaled power in hull making, or only knew No. 3 hulls and beyond.&lt;br /&gt;
&lt;br /&gt;
This has created a more closed, complacent culture especially among the newer No. 4 generation. This newer generation was dubbed the &#039;&#039;“Herasts”&#039;&#039; sardonically by former CEO Alice Aeson in the 2550s. It references the original myth of Hephaestus and his relationship with his estranged mother, who wanted him to return to Olympus only so he could make her shiny crafts without actually loving her son beyond his tools. They are also called &#039;&#039;&amp;quot;The Fours&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The conflict has been going on for a century now, and is primarily portrayed through the bitter power struggle between Hephaestus’ current CEO Titanius Aeson and the Board of Directors. The new CEO assumed the mantle after his mother’s death in the 2450’s, and has fought to continue the meritocratic, maverick culture of Hephaestus that was present before the No. 3 hulls were launched.&lt;br /&gt;
&lt;br /&gt;
The closed culture represented by the Board wants to keep the mega-corporation neutral in all affairs, wanting to sell to anyone and everyone in the galaxy without any statement of morals or values. This closed culture also means employees who voice disagreement with corporate policy with ‘out-of-the-box’ thinking are punished, either explicitly or subtly. This is also present in the new generation of engineers being taught to follow the company line, and to strictly follow regulations and procedures.&lt;br /&gt;
&lt;br /&gt;
The more open culture championed by Titanius Aeson is a continuation of the generations before No. 3 hulls, where engineers, miners, and employees were encouraged to think on their feet and firmly commit to their values. Former CEO Alice Aeson  was famous for sticking to her guns and refusing to ‘cheat’ her customers, while also keeping the company on the ‘right path’ by doing the unthinkable: calling out oppressive or immoral policies from star nations, even &#039;&#039;friendly&#039;&#039; ones.&lt;br /&gt;
&lt;br /&gt;
The biggest controversy within Hephaestus is a rumor (fervently denied at every step) that the alleged No. 5 hull will not be repairable ‘in the field’ and would need to dock at a Hephaestus proprietary shipyard. This would be a monumental shift that would affect space-faring powers across the galaxy. Many believe that the shadowy struggle behind this specific change is responsible for much espionage striking the mega-corporation lately&#039;&#039;,&#039;&#039; which sometimes pulls in outside actors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=2420</id>
		<title>Hephaestus Industries</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=2420"/>
		<updated>2024-02-03T16:51:42Z</updated>

		<summary type="html">&lt;p&gt;Marlon: added relationships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrgBox|name=Hephaestus Industries|image=Hephaestuslogo4.png|hq=Lemnos Station, Sol|motto=Our Chariots Carry Beyond Olympus|founded=2100s|major=Ship Hulls, Robots, General Equipment|minor=Material Processing, Mining, Prospecting|affiliates=|rivals=[[Charon Shipping Services]]|theme=8e6800}}There is no greater display of the raw industrial power of humanity than in Hephaestus Industries. The mega-corporation provides almost two-thirds of all galactic equipment in terms of robots, ship hulls, vehicles, and other finished goods. The fervorous and almost manic scale of fabrication is often credited as the primary reason the [[United Nations Interstellar Protectorate]], and humanity as a whole, was able to explosively expand through the galaxy. The biggest monument to their capabilities remains the small asteroid in orbit of its much larger Lemnos Station HQ; the asteroid being all that remains of the former planet Mercury’s core after a single century of strip-mining and fabrication.&lt;br /&gt;
&lt;br /&gt;
== Playable Departments ==&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Engineering&#039;&#039;&#039; and &#039;&#039;&#039;Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their involvement in engineering is almost mandatory for many ships and stations. This is especially true for the New Horizon ship, as it flies a No. 3 Hephaestus-Class Hull, and the mega-corporation contributed to retrofitting what modern infrastructure is on the ship at time of play.&lt;br /&gt;
&lt;br /&gt;
== Hephaestus-Class Hulls ==&lt;br /&gt;
There are four &#039;&#039;confirmed&#039;&#039; generations of Heph-Class hulls, with a new model released roughly every century and completely revolutionizing space travel when it does.&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;No. 1 hulls&#039;&#039;&#039; were the first general-purpose interstellar-capable ship created by humanity in the  2180’s. It was much smaller than modern ships and lacked the ability to be customized by the user beyond cosmetics, but boasted a record of being the safest transport available at the time.&lt;br /&gt;
# &#039;&#039;&#039;The No. 2 hulls&#039;&#039;&#039; appeared in 2300 and featured greater customization, life-support efficiency, and was the first generation to use plasteel in its design. The hull is still common to spacers and shaft miners on the periphery of known space as no No. 2 hull has ever been known to break down under stress any less than enemy fire, and what damage the hull does take can be quickly repaired from common materials.&lt;br /&gt;
# &#039;&#039;&#039;No. 3 hulls&#039;&#039;&#039; were launched in 2400 as the cutting edge of spaceflight. Design changes and a refinement of plasteel production allowed ships to skyrocket in size. This is the first generation of interstellar ships indefinitely holding dozens or even hundreds of passengers at a time. Every single floor tile, pipe, and piece of wiring could be fully customized while in the field without the ship having to dock for a retrofit. This radical change meant No. 3 hulls were on the forefront of exploring the frontier, with the ships out in wild space for months at a time, able to do maintenance in the field with materials present in most common asteroids. The New Horizon ship is one of the earliest of the No. 3 hulls. This hull type remains the most ubiquitous across human space, with proliferation even among alien powers.&lt;br /&gt;
# &#039;&#039;&#039;No. 4 hulls&#039;&#039;&#039; instantly made all other hulls obsolete when it hit space in 2505. No. 4 boasts an even greater hull strength than earlier ships, and the ability to fly through the atmosphere of a planet or the crushing depths of a water world without losing hull cohesion. Part of this comes from the novel energy shielding that this generation of hulls use. They also incorporate on-board manufacturing and fabrication equipment, turning every ship with a No. 4 hull into a mobile factory that can even, with enough time and raw materials, fabricate an entire other vessel. This has created a new era of spaceflight where many are wondering if “spaceports” may be on their way out, as more and more No. 4 hulls - while being exorbitantly expensive - slowly proliferate through known space.&lt;br /&gt;
# &#039;&#039;&#039;No. 5 hulls&#039;&#039;&#039; remain entirely within the realm of the hypothetical, but unsubstantiated sources have periodically claimed Hephaestus is sketching preliminary concepts for a new generation of hull to be released in the early- or mid- 2600’s. Very little information exists about its capabilities. The only rumor of substance known at time of writing is that a laboratory test allegedly proves the new material used for a No. 5 hull is impervious to all known forms of energy and physical damage. There is a frenetic and fervorous scale of corporate espionage as other mega-corporations attempt to steal any scrap of knowledge of the No. 5 hull types that they can.&lt;br /&gt;
&lt;br /&gt;
== Hephaestus Robotics ==&lt;br /&gt;
The ubiquity of robots in stellar craft is partially owed to the influence of Hephaestus. Its robots - also known as ‘borgs’ colloquially - are renowned for their relative ease of fabrication and repair. Prior to Hephaestus’ break-out in the field in the 2XXX’s, robotics were expensive, high maintenance, and could only be repaired in specialized robotics bays. The introduction of the Heph-Brand General Purpose Robot completely upended hundreds of years of conventional wisdom in robotics. Hephaestus borgs began their life as a generic template that could be customized to fit into any necessary job from engineering to medical.&lt;br /&gt;
&lt;br /&gt;
Time has allowed other mega-corporations with a stake in robotics to catch up to Hephaestus’ explosive arrival in the field, but the new conventional wisdom is still built on Hephaestus’ original idea. Now robots tend to arrive at a customer as a factory default template robot, but can rapidly re-assemble itself to fit into any necessary role and then operate immediately. These configurations can then be changed by a machinist, so that an engineering borg may be reconfigured into a medical, service, janitorial, or many other types of borg.&lt;br /&gt;
&lt;br /&gt;
Modern robots also remain relatively simple to repair for engineers, with most maintenance needing only re-wiring, or a welding patch job. However one area where this philosophy fails is with the Man-Machine-Interfaces themselves; the incredibly complex and delicate devices and cyborg brains themselves remain exclusively within the field of specialized machinists, must to the chagrin of Hephaestus engineers.&lt;br /&gt;
&lt;br /&gt;
== Playing a Hephaestus Contractor ==&lt;br /&gt;
The stereotype of typical Hephaestus Engineers is that they’re a culture of down-to-earth, blue-collar workers when things are quiet and manic MacGyvers when their skills are needed. Hephaestus engineering training encourages quick, out-of-the-box solutions to engineering problems and a heavy emphasis on recycling to ensure its engineers are able to solve any problems with a Heph-class hull even if they’re light-years away from a port. However this stereotype is becoming outdated as a relic of the No. 3 era, as a new generation of Engineers have boarded ships like the New Horizon experienced with the new model of No. 4 hulls. &lt;br /&gt;
&lt;br /&gt;
No. 4 hulls are so impervious to most damage that No. 4 era engineers, with plenty of downtime, are stereotyped as dry, bland, and worried about paperwork and procedure. No. 4 era Hephaestus Engineers often clash with No. 3 era engineers when they board older hulls like the New Horizon, where the old mindset remains.&lt;br /&gt;
&lt;br /&gt;
Hephaestus contractors in Operations are often stereotyped like their engineering cousins; unfriendly to paperwork and proper procedures but as reliable as a No. 3 hull. They’re considered by many to be mavericks who don’t play by the rules but get results. A new generation of Operations personnel are, like the new generation of engineers, more aligned with &amp;quot;stuffy&amp;quot;, &amp;quot;white-collar&amp;quot; attitudes.&lt;br /&gt;
&lt;br /&gt;
= Relationships =&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Zavodskoi&#039;&#039;&#039;  Interstellar ==&lt;br /&gt;
The arch-rival of Hephaestus Industries across the galaxy. The tension has flared off and on over the centuries around Zavodskoi&#039;s alleged shady morals. The two mega-corporations also ruthlessly compete in the exosuit market, with Hephaestus&#039; cheaper, customizable exo-suits struggling against Zavodskoi&#039;s sturdier constructions. Hephaestus also draws their arch-rival&#039;s ire through the creation of IPCs. Hephaestus has also tried unceasingly to break into the internal market of Dominia which Zavodskoi has fully monopolized. Hephaestus would like nothing more than to force Zavodskoi into bankruptcy by outproducing their rivals over-engineered, expensive toys.&lt;br /&gt;
&lt;br /&gt;
== Charon ==&lt;br /&gt;
Charon Shipping Services competes with Hephaestus in operations-based markets, and Charon freighters have many exclusive rights to transit cargo in lucrative shipping lanes. Hephaestus also resents the fact that their own products often have to be marked up as Charon charges shipping fees, which makes non-Hephaestus products competitive in the destination markets. Hephaestus has also slightly fallen behind Charon on the fabrication and sell of IPCs and general robots, with that fact having served as a wake-up call to the Board and CEO even as those two factions bitterly scheme against one another. That any organization in the whole galaxy could ever out-compete Hephaestus in any of its primary fields remains a bitter black eye to the mega-corporation that fed the entire planet Mercury through its industrial foundries.&lt;br /&gt;
&lt;br /&gt;
== NanoTrasen ==&lt;br /&gt;
NanoTrasen is not a direct competitor in many of Hephaestus&#039; direct industries but the two corporations remain locked in a power struggle. Both the mega-corporations hold immense political power across the United Interstellar Earth Protectorate. The ability for the mega-corporations to steamroll other powers of the galaxy has long relied on the backing of UNIP&#039;s immense political, economic, and military power. The power struggle between Hephaestus&#039; Board and CEO has allowed NanoTrasen to peel off many of Hephaestus&#039; former political allies and court others. The internal feuding had even allowed NanoTrasen to purchase broad contracts across Venus, which before was a full and unquestioned Hephaestus monopoly. An intense and bloody campaign of corporate espionage saw NanoTrasen&#039;s foothold flounder and the contracts dissolved, but the incident has continued to spook Hephaestus so severely that it made the Board and CEO temporarily come to terms to coordinate a more expanded campaign of corporate warfare.&lt;br /&gt;
&lt;br /&gt;
== Corporate Culture - &amp;quot;The Herasts&amp;quot; ==&lt;br /&gt;
The maverick, almost blue-collar culture of Hephaestus has been increasingly chafing against the new generation of engineers, management, and even customers. The shift came after the release of Heph-Class No. 3 Hulls in the 2400’s which cemented Hephaestus’ status as a mega-corporation. In the almost two-centuries since then, the newer generations were born and raised that are almost all influenced by Hephaestus being an unrivaled power in hull making, or only knew No. 3 hulls and beyond.&lt;br /&gt;
&lt;br /&gt;
This has created a more closed, complacent culture especially among the newer No. 4 generation. This newer generation was dubbed the &#039;&#039;“Herasts”&#039;&#039; sardonically by former CEO Alice Aeson in the 2550s. It references the original myth of Hephaestus and his relationship with his estranged mother, who wanted him to return to Olympus only so he could make her shiny crafts without actually loving her son beyond his tools. They are also called &#039;&#039;&amp;quot;The Fours&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The conflict has been going on for a century now, and is primarily portrayed through the bitter power struggle between Hephaestus’ current CEO Titanius Aeson and the Board of Directors. The new CEO assumed the mantle after his mother’s death in the 2450’s, and has fought to continue the meritocratic, maverick culture of Hephaestus that was present before the No. 3 hulls were launched.&lt;br /&gt;
&lt;br /&gt;
The closed culture represented by the Board wants to keep the mega-corporation neutral in all affairs, wanting to sell to anyone and everyone in the galaxy without any statement of morals or values. This closed culture also means employees who voice disagreement with corporate policy with ‘out-of-the-box’ thinking are punished, either explicitly or subtly. This is also present in the new generation of engineers being taught to follow the company line, and to strictly follow regulations and procedures.&lt;br /&gt;
&lt;br /&gt;
The more open culture championed by Titanius Aeson is a continuation of the generations before No. 3 hulls, where engineers, miners, and employees were encouraged to think on their feet and firmly commit to their values. Former CEO Alice Aeson  was famous for sticking to her guns and refusing to ‘cheat’ her customers, while also keeping the company on the ‘right path’ by doing the unthinkable: calling out oppressive or immoral policies from star nations, even &#039;&#039;friendly&#039;&#039; ones.&lt;br /&gt;
&lt;br /&gt;
The biggest controversy within Hephaestus is a rumor (fervently denied at every step) that the alleged No. 5 hull will not be repairable ‘in the field’ and would need to dock at a Hephaestus proprietary shipyard. This would be a monumental shift that would affect space-faring powers across the galaxy. Many believe that the shadowy struggle behind this specific change is responsible for much espionage striking the mega-corporation lately&#039;&#039;,&#039;&#039; which sometimes pulls in outside actors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Zavodskoi_Interstellar&amp;diff=1287</id>
		<title>Zavodskoi Interstellar</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Zavodskoi_Interstellar&amp;diff=1287"/>
		<updated>2024-02-02T00:21:44Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Empire of Dominia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; {{OrgBox|name=Zavodskoi Interstellar|image=Zavodskoi_Interestellar.png|hq=New Bordeaux, Cassia|motto=Ever vigilant, always protecting.|founded=2338|major=Military Equipment, Security Operations|minor=Shipbuilding|affiliates=[[Office of Special Services]]|rivals=[[Hephaestus Industries]], [[Idris Incorporated]] |theme=7e0000}}The only major Dominian megacorporation, Zavodskoi Interstellar was born from the ashes of the Great Synthetic War. The company quickly grew to have a near-monopoly on the nascent Empire&#039;s economy, and has a close relationship with the Empire&#039;s government and royal family. Presenting themselves as a people&#039;s alternative to the still-fresh pain of the Goblin Solutions regime, they grew to become the prime supplier of arms in human space.&lt;br /&gt;
&lt;br /&gt;
Zavodskoi&#039;s current situation is that of a monopoly. Employees are frequently contracted by Dominian and external parties for security and engineering work alike, and their weapons are bought in bulk by most major militaries. They promote a secularized version of Tribunalist values in their corporate media, and frequently push for professionalism and exactness from their workforce. Their current CEO, Carlota Ballester, is shrouded in mystery, and does not make public appearances. She is known to be good friends with members of the royal family.&lt;br /&gt;
&lt;br /&gt;
== What do they do? ==&lt;br /&gt;
&amp;lt;Tabber&amp;gt;&lt;br /&gt;
|-|Weaponry=&lt;br /&gt;
Zavodskoi&#039;s largest market is their weapons department. A Zavodskoi weapon can be found in the hands of a soldier and a civilian, and they are the apex of the arms market, although expensive. Zavodskoi offerings for civilians are mostly non-lethal; the ZIPDefender disruptor, colloquially known as a &#039;zip&#039;, has become the standard in civilian self-defense. &lt;br /&gt;
&lt;br /&gt;
Zavodskoi lethal arms are precise and efficient. The ZSI Model 86 is the standard service rifle for the Dominian naval forces, and the earlier Model 79 is found as surplus and used by frontier militaries throughout the galaxy. Zavodskoi rifles are designed to not breach ship or hulls, as previous venting incidents during testing had resulted in multiple accidental fatalities.&lt;br /&gt;
&lt;br /&gt;
The company also produces gear for their own security contractors, and outside firms. The most notable piece of equipment is the well-known stun baton model, the ZI Musashi. The Musashi is used by many private military groups, and in popular culture is considered to be the tool of law and order. Many anti-Dominian artists use the baton as a symbol of state oppression.&lt;br /&gt;
&lt;br /&gt;
Due to its Dominian upbringing, Zavodskoi also has an extensive catalogue of ion weaponry. Most of these pieces are issued to the Dominian government, due to ongoing Remnant incursions. These are typically not shipped outside of Dominian space, due to controversy over the anti-synthetic views of the government, but they have seen some use in the policing of major synthetic populations.&lt;br /&gt;
&lt;br /&gt;
|-|Security Contracting=&lt;br /&gt;
Zavodskoi operatives are instructed to present themselves professionally, calmly, and coldly. They are frequently hired by high-risk corporate ventures and private individuals, and their effectiveness is seen as being second-to-none. Zavodskoi operatives are frequently heavily biomodified, especially ones operating primarily in Dominia. The corporation has also made heavy usage of Zo&#039;rane warriors in their operations, with bulky modified carapace being just as common as skin in Zavodskoi security forces. Zavodskoi&#039;s private security contractors are professional, but will not go beyond the terms of their contract; their loyalty is just as secure as their client&#039;s money.&lt;br /&gt;
&lt;br /&gt;
|-|Cutting-Edge Vehicles=&lt;br /&gt;
Zavodskoi manufactures the majority of the vessels for the Dominian fleet. Their ships are still second to Hephaestus models, which is a sore point for the company, who would much prefer their dominance in Dominian space spread further. This has not been helped by the price tag of most Zavodskoi vehicles, which is much higher compared to other ships. However, Zavodskoi vehicles are typically of a higher quality, with their weapon targeting systems being used even on Hephaestus manufactured ships. Zavodskoi sensor suites are also typically considered superior to their Hephaestus equivalents.&lt;br /&gt;
&lt;br /&gt;
|-|Combat-Grade Suits=&lt;br /&gt;
Various types of armor, voidsuits, hardsuits, and exosuits have been released by Zavodskoi over the years. Zavodskoi armor is sturdy and reliable, yet lacks some more modern features seen on various other models; for instance, due to their Tribunalist values, the corporation has been very opposed to adding AI interfacing to their armor. Zavodskoi exosuits are built for combat rather than industrial use, and therefore are designed to be swift while carrying heavy weaponry, as opposed to the pure strength of Hephaestus models.&lt;br /&gt;
&amp;lt;/Tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
=== Hephaestus Industries ===&lt;br /&gt;
The main rival of Zavodskoi on the galactic stage, Hephaestus has long been a thorn in the company&#039;s side. The Tribunalist values at the core of Zavodskoi&#039;s business worsen the tension created by their competing ship and exosuit markets, disagreeing with Hephaestus&#039;s manufacturing of IPCs. As Zavodskoi has monopolized the engineering industry in the Empire, they have at least one safe market from which to expand outwards. They would like to see Hephaestus recede and stick to their &#039;budget&#039; products; after all, Zavodskoi is quality.&lt;br /&gt;
&lt;br /&gt;
=== Office of Special Services ===&lt;br /&gt;
The OSS is a major client of Zavodskoi&#039;s, and even if they disagree on some practices, their relationship is relatively amicable. OSS buyers are known to get discounts on Zavodskoi Interstellar weaponry, and most OSS operatives can be found holding a Zavodskoi weapon. The company still considers their security superior, however. A friendly rivalry has developed between contractors of the two corporations. &lt;br /&gt;
&lt;br /&gt;
=== Idris Incorporated ===&lt;br /&gt;
Idris represents almost everything contrary to Tribunalist values; sloppy, careless, and decidedly unprofessional. Idris security, however, is respected by most in the company as a genuine competitor. Their service industry, though? Nothing short of hedonism. Zavodskoi will work with Idris when they have to, but their relationship is almost always a terse one.&lt;br /&gt;
&lt;br /&gt;
===Empire of Dominia===&lt;br /&gt;
Being the only Dominian megacorporation, Zavodskoi has quite a close relationship with its host government. Zavodskoi is frequently contracted to engineer new projects for the navy, and has established a firm hold over the economy of the empire. From the batons used by the police to the specialist exosuits used in the field, Dominia has become reliant on Zavodskoi and Zavodskoi has become reliant on it. The Empire frequently subsidizes their costs and encourages employment with the corporation as being honest, stable work.&lt;br /&gt;
&lt;br /&gt;
== Playing a Zavodskoi Employee ==&lt;br /&gt;
As an employee you are encouraged to be professional in all matters, and to generally follow Tribunalist edicts even if you are from outside Dominian space. No synthetics are employed under the eaves of ZI, and heavily mechanically-augmented employees are looked at with suspicion. Otherwise, make sure that people know you do good work. Zavodskoi delivers, if nothing else. However, not all employees hold to the rigid standard encouraged by the corporation, and leeway is given, especially on remote postings. Dominian employees stationed outside of the empire are given &#039;&#039;&#039;mandatory&#039;&#039;&#039; sensitivity training by the corporation; you would not be actively aggressive towards synthetics, at risk of losing your job.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=896</id>
		<title>Zeng-Hu Pharmaceuticals</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=896"/>
		<updated>2024-02-01T05:09:06Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* Zeng-Hu In Your Cells */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Zeng-Hu Pharmaceuticals’ retinal implants returned Alesta Milana’s vision. After a flash of white and blinking away spots in her eyes she saw her son’s face for the first time in twenty years.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two years later, while walking through a New Paris park in the early morning her world abruptly went dark. Her eye implants beeped and then shut down. Stumbling home, she was informed by an automated messaging system that her model of implant was defunct and the lab which created them had been shuttered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is the duality of Zeng-Hu Pharmaceuticals, and their cold, calculating monetization of health.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals is a mega-corporation that has assimilated almost the entire medical field into themselves. They own the patents on three-thirds of all prescription and over-the-counter medications, bio-augments, and prosthetics. Their cutthroat espionage and business leverage pried the secrets of cloning out of the hands of the Yzali Unathi Tech-Princes, and the Tech-Princes still ended up paying Zeng-Hu a substantial sum of money for the trouble.&lt;br /&gt;
&lt;br /&gt;
The mega-corporation is owned and overseen entirely by the Zeng-Hu dynasty, which operates within walls of secrecy. Neither the CEO Zuiken  nor his extended family are ever interviewed, photographed, nor personally attend corporate functions. Even these attendances are done in absolute secrecy, with photography forbidden.&lt;br /&gt;
&lt;br /&gt;
= Playable Departments =&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Medical&#039;&#039;&#039; and &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* They have no registered corporate motto.&lt;br /&gt;
* They were founded in the 2200&#039;s.&lt;br /&gt;
* Their major sectors are medical, and robotics.&lt;br /&gt;
* Their primary rival is NanoTrasen.&lt;br /&gt;
* Their legal headquarters is registered as an empty lot in the Eridani Federation; their true headquarters is unknown.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu in Your Pharmacy ==&lt;br /&gt;
The most front-facing of Zeng-Hu is their pharmaceutical wing. Their patent on the ChemMaster 3000 and Chemical Dispensers revolutionized the speed and ease for the creation of medicines in any pharmacy across space. The simplicity of the machine allows pharmacists and chemists to create complex reagents for any occasion from simple ingredients such as acetone, mercury, and sugar. Reagents made from ingredients like these are then administered quickly and easily to patients across the galaxy, even from star ships deployed far out in the frontier.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Body ==&lt;br /&gt;
The mega-corporation has a wide fleet of biomechanical organs, prosthetic limbs, and lab-grown body parts. Patients who suffer from a handicap or injury who cannot otherwise afford these can open a generous credit account with Zeng-Hu, with low interest payments set on fixed 30-year terms. Unfortunately, many of the laboratories which manage these limbs and body-parts are frequently shuttered due to the highly competitive culture within the corporation, with labs sabotaging one another. This often leads to limbs and organs no longer being supported under warranty, and the patient will be required to continue payments. If a patient falls in arrears on a Zeng-Hu credit account, the company reserves the right to remotely disable the proprietary device or repossess it.&lt;br /&gt;
&lt;br /&gt;
Employees within the corporation are pressured to replace their limbs and body-parts with Zeng-Hu proprietary parts, and there are extensive bonuses for employees which take the offer. Like with credit accounts, the limbs are considered rentals and are still fully owned by Zeng-Hu even when fully installed inside an employee and they can be repossessed or disabled if the employee violates the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Cells ==&lt;br /&gt;
Cloning is one of the most controversial aspects of Zeng-Hu. Their first foray into the practice was in the 2360&#039;s, when they first brought the secrets of cloning from the Yzali Tech-Princes. Leaked internal documents showed that after &#039;&#039;The Terraces Lab Fire&#039;&#039; in 2377, Zeng-Hu executives noticed that even cloning far more people all at once than they had ever done before in tests, that every clone, no matter how damaged the original or what limbs or medical conditions were present, all ubiquitously emerged as a fully healthy copy with all ailments eliminated. The process would create a completely rejuvenated, youthful person without a trace of ill health.&lt;br /&gt;
&lt;br /&gt;
The controversy arose in an unsubstantiated conspiracy about Zeng-Hu&#039;s era of &amp;quot;Modern Miracles&amp;quot; that followed. Patients with otherwise terminal illnesses or who were injured beyond the abilities of other companies to repair were enrolled in an extremely private and shrouded &amp;quot;Total Rejuvenation Therapy&amp;quot; which had a 100% success rate, eliminating every trace of ailment and injury, with even whole new limbs perfectly and seamlessly made part of the patient again. Patients would enroll with the most stubborn bone cancers, genetic diseases, or even later stages of dementia and emerge with a bill of clean health. It was an astonishing show of acumen and flung Zeng-Hu into the forefront of the medical industry as everyone who was anyone signed up for the Rejuvenation Therapy - the limit of ten patients per year created a howling demand for Zeng-Hu services on top of genuine desperation for many.&lt;br /&gt;
&lt;br /&gt;
The conspiracy theorists allege that the patients were liquidated and their bodies cloned without the patient&#039;s knowledge of the incident, or with a plasteel-strength Non-Disclosure-Agreement. It&#039;s incredibly difficult to follow-up on the former patients due to pressure from Zeng-Hu&#039;s legal department which has more power than most governments. Detractors to the conspiracy are eager to point out that from what scraps of information we have on the Zeng-Hu family, all of them are known to regularly undergo Rejuvenation Therapy at least once a decade, and it&#039;s argued that surely the Zeng-Hu family isn&#039;t so obsessed with immortality as to willingly submit to the conspirators&#039; alleged version of the Therapy.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu As A Corporate Family ==&lt;br /&gt;
Zeng-Hu holds strong claims on patents of its assets. Zeng-Hu will sue for ownership of a body, legally defined by the company as an aggregate, that has over 1% of Zeng-Hu assets present genetically, physically, or physiologically. Most healthcare scanners are capable of sending private data packets for random audit checks. If an aggregate is created with proprietary assets the aggregate, or its legal guardians will be required to pay the necessary royalties. The company generously allows a 33% discount on royalty payments in such situations that it is reasonable to assume the presence of proprietary assets in the aggregate was inadvertent.&lt;br /&gt;
&lt;br /&gt;
In the event an aggregate or its legal guardians are unable to pay then the issue is referred to the Zeng-Hu Legal Department for potential repossession. When an aggregate is repossessed, barring unfortunate misunderstandings of the company&#039;s legal rights to its property with local, disagreeable governments, the aggregate is placed in the care of Zeng-Hu Pharmaceuticals with a rolling credit until it is of legal age to willingly agree to an employment contract exclusive to Zeng-Hu Pharmaceuticals until the remittance of all outstanding credit to the company. At the time of the contract’s negotiation, the offered alternatives are an arbitration committee to determine which proprietary Zeng-Hu assets within the aggregate shall be returned to the company to settle the balance.&lt;br /&gt;
&lt;br /&gt;
== Playing a Zeng-Hu Contractor ==&lt;br /&gt;
Zeng-Hu medical professionals suffer the stereotype of being cold, efficient, and empty of humanity. Part of the unique corporate culture that lends this image is the internal pressure that Zeng-Hu employees should wear gloves at all times. To be seen without gloves is a faux-pas at best, and an embarrassment bordering on public indecency at worst depending on the context. Their doctors are also ruthlessly pragmatic and completely lack bedside manners.&lt;br /&gt;
&lt;br /&gt;
However another stereotype that is encouraged by the corporation is enthusiastic and unbreaking politeness and deference to customers, detractors, and enemies. For contractors that lean in to this stereotype, it’s important to let others know that the contractor isn’t making decisions that are detrimental to someone’s health out of malice, but unavoidable market realities.&lt;br /&gt;
&lt;br /&gt;
There are also contractors that buck both of these trends. Zeng-Hu is so gargantuan and overwhelming that it’s almost a cosmic entity in-and-of-itself. To work in the medical field in many sectors of space makes a Zeng-Hu career mandatory. True believers in using medicine for good also exist within the ranks, who do their best to provide compassionate care.&lt;br /&gt;
&lt;br /&gt;
The same is also true of the Research wings, with a divide between cold, pragmatic scientists and eager idealists wanting to make a better galaxy.&lt;br /&gt;
&lt;br /&gt;
There are also the employees who were raised from birth, known in the legal department as “Aggregates” and as “Valued Employees” upon their employment. Whether or not they were brainwashed, Zeng-Hu tends to be all they knew in childhood. But who knows what they may think once they experience the wider galaxy and see a life beyond the company, or what they may do to take revenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Lore]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=895</id>
		<title>Zeng-Hu Pharmaceuticals</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=895"/>
		<updated>2024-02-01T05:07:09Z</updated>

		<summary type="html">&lt;p&gt;Marlon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Zeng-Hu Pharmaceuticals’ retinal implants returned Alesta Milana’s vision. After a flash of white and blinking away spots in her eyes she saw her son’s face for the first time in twenty years.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two years later, while walking through a New Paris park in the early morning her world abruptly went dark. Her eye implants beeped and then shut down. Stumbling home, she was informed by an automated messaging system that her model of implant was defunct and the lab which created them had been shuttered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is the duality of Zeng-Hu Pharmaceuticals, and their cold, calculating monetization of health.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals is a mega-corporation that has assimilated almost the entire medical field into themselves. They own the patents on three-thirds of all prescription and over-the-counter medications, bio-augments, and prosthetics. Their cutthroat espionage and business leverage pried the secrets of cloning out of the hands of the Yzali Unathi Tech-Princes, and the Tech-Princes still ended up paying Zeng-Hu a substantial sum of money for the trouble.&lt;br /&gt;
&lt;br /&gt;
The mega-corporation is owned and overseen entirely by the Zeng-Hu dynasty, which operates within walls of secrecy. Neither the CEO Zuiken  nor his extended family are ever interviewed, photographed, nor personally attend corporate functions. Even these attendances are done in absolute secrecy, with photography forbidden.&lt;br /&gt;
&lt;br /&gt;
= Playable Departments =&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Medical&#039;&#039;&#039; and &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* They have no registered corporate motto.&lt;br /&gt;
* They were founded in the 2200&#039;s.&lt;br /&gt;
* Their major sectors are medical, and robotics.&lt;br /&gt;
* Their primary rival is NanoTrasen.&lt;br /&gt;
* Their legal headquarters is registered as an empty lot in the Eridani Federation; their true headquarters is unknown.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu in Your Pharmacy ==&lt;br /&gt;
The most front-facing of Zeng-Hu is their pharmaceutical wing. Their patent on the ChemMaster 3000 and Chemical Dispensers revolutionized the speed and ease for the creation of medicines in any pharmacy across space. The simplicity of the machine allows pharmacists and chemists to create complex reagents for any occasion from simple ingredients such as acetone, mercury, and sugar. Reagents made from ingredients like these are then administered quickly and easily to patients across the galaxy, even from star ships deployed far out in the frontier.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Body ==&lt;br /&gt;
The mega-corporation has a wide fleet of biomechanical organs, prosthetic limbs, and lab-grown body parts. Patients who suffer from a handicap or injury who cannot otherwise afford these can open a generous credit account with Zeng-Hu, with low interest payments set on fixed 30-year terms. Unfortunately, many of the laboratories which manage these limbs and body-parts are frequently shuttered due to the highly competitive culture within the corporation, with labs sabotaging one another. This often leads to limbs and organs no longer being supported under warranty, and the patient will be required to continue payments. If a patient falls in arrears on a Zeng-Hu credit account, the company reserves the right to remotely disable the proprietary device or repossess it.&lt;br /&gt;
&lt;br /&gt;
Employees within the corporation are pressured to replace their limbs and body-parts with Zeng-Hu proprietary parts, and there are extensive bonuses for employees which take the offer. Like with credit accounts, the limbs are considered rentals and are still fully owned by Zeng-Hu even when fully installed inside an employee and they can be repossessed or disabled if the employee violates the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Cells ==&lt;br /&gt;
Cloning is one of the most controversial aspects of Zeng-Hu. Their first foray into the practice was in the 2360&#039;s, when they first brought the secrets of cloning from the Yzali Tech-Princes. Leaked internal documents showed that after &#039;&#039;The Terraces Lab Fire&#039;&#039; in 2377, Zeng-Hu executives noticed that even cloning far more people all at once than they had ever done before in tests, that every clone, no matter how damaged the original or what limbs or medical conditions were present, all ubiquitously emerged as a fully healthy copy with all ailments eliminated. The process would create a completely rejuvenated, youthful person without a trace of ill health.&lt;br /&gt;
&lt;br /&gt;
The controversy arose in an unsubstantiated conspiracy about Zeng-Hu&#039;s era of &amp;quot;Modern Miracles&amp;quot; that followed. Patients with otherwise terminal illnesses or who were injured beyond the abilities of other companies to repair were enrolled in an extremely private and shrouded &amp;quot;Total Rejuvenation Therapy&amp;quot; which had a 100% success rate, eliminating every trace of ailment and injury, with even whole new limbs perfectly and seamlessly made part of the patient again. Patients would enroll with the most stubborn bone cancers, genetic diseases, or even later stages of dementia and emerge with a bill of clean health. It was an astonishing show of acumen and flung Zeng-Hu into the forefront of the medical industry as everyone who was anyone signed up for the Rejuvenation Treatments - the limit of ten patients per year created a howling demand for Zeng-Hu services on top of genuine desperation for many.&lt;br /&gt;
&lt;br /&gt;
The conspiracy theorists allege that the patients were liquidated and their bodies cloned without the patient&#039;s knowledge of the incident, or with a plasteel-strength Non-Disclosure-Agreement. It&#039;s incredibly difficult to follow-up on the former patients due to pressure from Zeng-Hu&#039;s legal department which has more power than most governments. Detractors to the conspiracy are eager to point out that from what scraps of information we have on the Zeng-Hu family, all of them are known to regularly undergo Rejuvenation Treatment at least once a decade, and it&#039;s argued that surely the Zeng-Hu family isn&#039;t so obsessed with immortality as to willingly submit to the conspirators&#039; alleged version of the Treatment.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu As A Corporate Family ==&lt;br /&gt;
Zeng-Hu holds strong claims on patents of its assets. Zeng-Hu will sue for ownership of a body, legally defined by the company as an aggregate, that has over 1% of Zeng-Hu assets present genetically, physically, or physiologically. Most healthcare scanners are capable of sending private data packets for random audit checks. If an aggregate is created with proprietary assets the aggregate, or its legal guardians will be required to pay the necessary royalties. The company generously allows a 33% discount on royalty payments in such situations that it is reasonable to assume the presence of proprietary assets in the aggregate was inadvertent.&lt;br /&gt;
&lt;br /&gt;
In the event an aggregate or its legal guardians are unable to pay then the issue is referred to the Zeng-Hu Legal Department for potential repossession. When an aggregate is repossessed, barring unfortunate misunderstandings of the company&#039;s legal rights to its property with local, disagreeable governments, the aggregate is placed in the care of Zeng-Hu Pharmaceuticals with a rolling credit until it is of legal age to willingly agree to an employment contract exclusive to Zeng-Hu Pharmaceuticals until the remittance of all outstanding credit to the company. At the time of the contract’s negotiation, the offered alternatives are an arbitration committee to determine which proprietary Zeng-Hu assets within the aggregate shall be returned to the company to settle the balance.&lt;br /&gt;
&lt;br /&gt;
== Playing a Zeng-Hu Contractor ==&lt;br /&gt;
Zeng-Hu medical professionals suffer the stereotype of being cold, efficient, and empty of humanity. Part of the unique corporate culture that lends this image is the internal pressure that Zeng-Hu employees should wear gloves at all times. To be seen without gloves is a faux-pas at best, and an embarrassment bordering on public indecency at worst depending on the context. Their doctors are also ruthlessly pragmatic and completely lack bedside manners.&lt;br /&gt;
&lt;br /&gt;
However another stereotype that is encouraged by the corporation is enthusiastic and unbreaking politeness and deference to customers, detractors, and enemies. For contractors that lean in to this stereotype, it’s important to let others know that the contractor isn’t making decisions that are detrimental to someone’s health out of malice, but unavoidable market realities.&lt;br /&gt;
&lt;br /&gt;
There are also contractors that buck both of these trends. Zeng-Hu is so gargantuan and overwhelming that it’s almost a cosmic entity in-and-of-itself. To work in the medical field in many sectors of space makes a Zeng-Hu career mandatory. True believers in using medicine for good also exist within the ranks, who do their best to provide compassionate care.&lt;br /&gt;
&lt;br /&gt;
The same is also true of the Research wings, with a divide between cold, pragmatic scientists and eager idealists wanting to make a better galaxy.&lt;br /&gt;
&lt;br /&gt;
There are also the employees who were raised from birth, known in the legal department as “Aggregates” and as “Valued Employees” upon their employment. Whether or not they were brainwashed, Zeng-Hu tends to be all they knew in childhood. But who knows what they may think once they experience the wider galaxy and see a life beyond the company, or what they may do to take revenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Lore]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=893</id>
		<title>Zeng-Hu Pharmaceuticals</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=893"/>
		<updated>2024-02-01T04:43:16Z</updated>

		<summary type="html">&lt;p&gt;Marlon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Zeng-Hu Pharmaceuticals’ retinal implants returned Alesta Milana’s vision. After a flash of white and blinking away spots in her eyes she saw her son’s face for the first time in twenty years.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two years later, while walking through a New Paris park in the early morning her world abruptly went dark. Her eye implants beeped and then shut down. Stumbling home, she was informed by an automated messaging system that her model of implant was defunct and the lab which created them had been shuttered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is the duality of Zeng-Hu Pharmaceuticals, and their cold, calculating monetization of health.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals is a mega-corporation that has assimilated almost the entire medical field into themselves. They own the patents on three-thirds of all prescription and over-the-counter medications, bio-augments, and prosthetics. Their cutthroat espionage and business leverage pried the secrets of cloning out of the hands of the Yzali Unathi Tech-Princes, and the Tech-Princes still ended up paying Zeng-Hu a substantial sum of money for the trouble.&lt;br /&gt;
&lt;br /&gt;
The mega-corporation is owned and overseen entirely by the Zeng-Hu dynasty, which operates within walls of secrecy. Neither the CEO Zuiken  nor his extended family are ever interviewed, photographed, nor personally attend corporate functions. Even these attendances are done in absolute secrecy, with photography forbidden.&lt;br /&gt;
&lt;br /&gt;
= Playable Departments =&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Medical&#039;&#039;&#039; and &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* They have no registered corporate motto.&lt;br /&gt;
* They were founded in the 2200&#039;s.&lt;br /&gt;
* Their major sectors are medical, and robotics.&lt;br /&gt;
* Their primary rival is NanoTrasen.&lt;br /&gt;
* Their legal headquarters is registered as an empty lot in the Eridani Federation; their true headquarters is unknown.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu in Your Pharmacy ==&lt;br /&gt;
The most front-facing of Zeng-Hu is their pharmaceutical wing. Their patent on the ChemMaster 3000 and Chemical Dispensers revolutionized the speed and ease for the creation of medicines in any pharmacy across space. The simplicity of the machine allows pharmacists and chemists to create complex reagents for any occasion from simple ingredients such as acetone, mercury, and sugar. Reagents made from ingredients like these are then administered quickly and easily to patients across the galaxy, even from star ships deployed far out in the frontier.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Body ==&lt;br /&gt;
The mega-corporation has a wide fleet of biomechanical organs, prosthetic limbs, and lab-grown body parts. Patients who suffer from a handicap or injury who cannot otherwise afford these can open a generous credit account with Zeng-Hu, with low interest payments set on fixed 30-year terms. Unfortunately, many of the laboratories which manage these limbs and body-parts are frequently shuttered due to the highly competitive culture within the corporation, with labs sabotaging one another. This often leads to limbs and organs no longer being supported under warranty, and the patient will be required to continue payments. If a patient falls in arrears on a Zeng-Hu credit account, the company reserves the right to remotely disable the proprietary device or repossess it.&lt;br /&gt;
&lt;br /&gt;
Employees within the corporation are pressured to replace their limbs and body-parts with Zeng-Hu proprietary parts, and there are extensive bonuses for employees which take the offer. Like with credit accounts, the limbs are considered rentals and are still fully owned by Zeng-Hu even when fully installed inside an employee and they can be repossessed or disabled if the employee violates the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Cells ==&lt;br /&gt;
Cloning is one of the most controversial aspects of Zeng-Hu. Their first foray into the practice was in the 2360&#039;s, when they first brought the secrets of cloning from the Yzali Tech-Princes. Leaked internal documents showed that after &#039;&#039;The Terraces Lab Fire&#039;&#039; in 2377, Zeng-Hu executives noticed that even cloning far more people all at once than they had ever done before in tests, that every clone, no matter how damaged the original or what limbs or medical conditions were present, all ubiquitously emerged as a fully healthy copy with all ailments eliminated. The process would create a completely rejuvenated, youthful person without a trace of ill health.&lt;br /&gt;
&lt;br /&gt;
The controversy arose in an unsubstantiated conspiracy about Zeng-Hu&#039;s era of &amp;quot;Modern Miracles&amp;quot; that followed. Patients with otherwise terminal illnesses or who were injured beyond the abilities of other companies to repair were enrolled in an extremely private and shrouded &amp;quot;Total Rejuvenation Therapy&amp;quot; which had a 100% success rate, eliminating every trace of ailment and injury, with even whole new limbs perfectly and seamlessly made part of the patient again. Patients would enroll with the most stubborn bone cancers, genetic diseases, or even later stages of dementia and emerge with a bill of clean health. It was an astonishing show of acumen and flung Zeng-Hu into the forefront of the medical industry as everyone who was anyone signed up for the Rejuvenation Treatments - the limit of ten patients per year created a howling demand for Zeng-Hu services on top of genuine desperation for many.&lt;br /&gt;
&lt;br /&gt;
The conspiracy theorists allege that the patients were liquidated and their bodies cloned without the patient&#039;s knowledge of the incident, or with a plasteel-strength Non-Disclosure-Agreement. It&#039;s incredibly difficult to follow-up on the former patients due to pressure from Zeng-Hu&#039;s legal department which has more power than most governments. Detractors to the conspiracy are eager to point out that from what scraps of information we have on the Zeng-Hu family, all of them are known to regularly undergo Rejuvenation Treatment at least once a decade, and it&#039;s argued that surely the Zeng-Hu family isn&#039;t so obsessed with immortality as to willingly submit to the conspirators&#039; alleged version of the Treatment.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Nursery ==&lt;br /&gt;
Zeng-Hu holds strong claims on patents of its assets. Zeng-Hu will sue for ownership of a body, legally defined by the company as an aggregate, that has over 1% of Zeng-Hu assets present genetically, physically, or physiologically. Most healthcare scanners are capable of sending private data packets for random audit checks. If an aggregate is created with proprietary assets the aggregate, or its legal guardians will be required to pay the necessary royalties. The company generously allows a 33% discount on royalty payments in such situations that it is reasonable to assume the presence of proprietary assets in the aggregate was inadvertent.&lt;br /&gt;
&lt;br /&gt;
In the event an aggregate or its legal guardians are unable to pay then the issue is referred to the Zeng-Hu Legal Department for potential repossession. When an aggregate is repossessed, barring unfortunate misunderstandings of the company&#039;s legal rights to its property with local, disagreeable governments, the aggregate is placed in the care of Zeng-Hu Pharmaceuticals with a rolling credit until it is of legal age to willingly agree to an employment contract exclusive to Zeng-Hu Pharmaceuticals until the remittance of all outstanding credit to the company. At the time of the contract’s negotiation, the offered alternatives are an arbitration committee to determine which proprietary Zeng-Hu assets within the aggregate shall be returned to the company to settle the balance.&lt;br /&gt;
&lt;br /&gt;
== Playing a Zeng-Hu Contractor ==&lt;br /&gt;
Zeng-Hu medical professionals suffer the stereotype of being cold, efficient, and empty of humanity. Part of the unique corporate culture that lends this image is the internal pressure that Zeng-Hu employees should wear gloves at all times. To be seen without gloves is a faux-pas at best, and an embarrassment bordering on public indecency at worst depending on the context. Their doctors are also ruthlessly pragmatic and completely lack bedside manners.&lt;br /&gt;
&lt;br /&gt;
However another stereotype that is encouraged by the corporation is enthusiastic and unbreaking politeness and deference to customers, detractors, and enemies. For contractors that lean in to this stereotype, it’s important to let others know that the contractor isn’t making decisions that are detrimental to someone’s health out of malice, but unavoidable market realities.&lt;br /&gt;
&lt;br /&gt;
There are also contractors that buck both of these trends. Zeng-Hu is so gargantuan and overwhelming that it’s almost a cosmic entity in-and-of-itself. To work in the medical field in many sectors of space makes a Zeng-Hu career mandatory. True believers in using medicine for good also exist within the ranks, who do their best to provide compassionate care.&lt;br /&gt;
&lt;br /&gt;
The same is also true of the Research wings, with a divide between cold, pragmatic scientists and eager idealists wanting to make a better galaxy.&lt;br /&gt;
&lt;br /&gt;
There are also the employees who were raised from birth, known in the legal department as “Aggregates” and as “Valued Employees” upon their employment. Whether or not they were brainwashed, Zeng-Hu tends to be all they knew in childhood. But who knows what they may think once they experience the wider galaxy and see a life beyond the company, or what they may do to take revenge.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;[[Category:Lore]]&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=832</id>
		<title>Zeng-Hu Pharmaceuticals</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Zeng-Hu_Pharmaceuticals&amp;diff=832"/>
		<updated>2024-02-01T03:19:05Z</updated>

		<summary type="html">&lt;p&gt;Marlon: added draft page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Zeng-Hu Pharmaceuticals’ retinal implants returned Alesta Milana’s vision. After a flash of white and blinking away spots in her eyes she saw her son’s face for the first time in twenty years.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two years later, while walking through a New Paris park in the early morning her world abruptly went dark. Her eye implants beeped and then shut down. Stumbling home, she was informed by an automated messaging system that her model of implant was defunct and the lab which created them had been shuttered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is the duality of Zeng-Hu Pharmaceuticals, and their cold, calculating monetization of health.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Zeng-Hu Pharmaceuticals is a mega-corporation that has assimilated almost the entire medical field into themselves. They own the patents on three-thirds of all prescription and over-the-counter medications, bio-augments, and prosthetics. Their cutthroat espionage and business leverage pried the secrets of cloning out of the hands of the Yzali Unathi Tech-Princes, and the Tech-Princes still ended up paying Zeng-Hu a substantial sum of money for the trouble.&lt;br /&gt;
&lt;br /&gt;
The mega-corporation is owned and overseen entirely by the Zeng-Hu dynasty, which operates within walls of secrecy. Neither the CEO Zuiken  nor his extended family are ever interviewed, photographed, nor personally attend corporate functions. Even these attendances are done in absolute secrecy, with photography forbidden.&lt;br /&gt;
&lt;br /&gt;
= Playable Departments =&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Medical&#039;&#039;&#039; and &#039;&#039;&#039;Research&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* They have no registered corporate motto.&lt;br /&gt;
* They were founded in the 2200&#039;s.&lt;br /&gt;
* Their major sectors are medical, and robotics.&lt;br /&gt;
* Their primary rival is NanoTrasen.&lt;br /&gt;
* Their legal headquarters is registered as an empty lot in the Eridani Federation; their true headquarters is unknown.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu in Your Pharmacy ==&lt;br /&gt;
The most front-facing of Zeng-Hu is their pharmaceutical wing. Their patent on the ChemMaster 3000 and Chemical Dispensers revolutionized the speed and ease for the creation of medicines in any pharmacy across space. The simplicity of the machine allows pharmacists and chemists to create complex reagents for any occasion from simple ingredients such as acetone, mercury, and sugar. Reagents made from ingredients like these are then administered quickly and easily to patients across the galaxy, even from star ships deployed far out in the frontier.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Body ==&lt;br /&gt;
The mega-corporation has a wide fleet of biomechanical organs, prosthetic limbs, and lab-grown body parts. Patients who suffer from a handicap or injury who cannot otherwise afford these can open a generous credit account with Zeng-Hu, with low interest payments set on fixed 30-year terms. Unfortunately, many of the laboratories which manage these limbs and body-parts are frequently shuttered due to the highly competitive culture within the corporation, with labs sabotaging one another. This often leads to limbs and organs no longer being supported under warranty, and the patient will be required to continue payments. If a patient falls in arrears on a Zeng-Hu credit account, the company reserves the right to remotely disable the proprietary device or repossess it.&lt;br /&gt;
&lt;br /&gt;
Employees within the corporation are pressured to replace their limbs and body-parts with Zeng-Hu proprietary parts, and there are extensive bonuses for employees which take the offer. Like with credit accounts, the limbs are considered rentals and are still fully owned by Zeng-Hu even when fully installed inside an employee and they can be repossessed or disabled if the employee violates the terms of their employment contract.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Cells ==&lt;br /&gt;
Cloning is one of the most controversial aspects of Zeng-Hu. Their first foray into the practice was in the 2360&#039;s, when they first brought the secrets of cloning from the Yzali Tech-Princes. Leaked internal documents showed that after &#039;&#039;The Terraces Lab Fire&#039;&#039; in 2377, Zeng-Hu executives noticed that even cloning far more people all at once than they had ever done before in tests, that every clone, no matter how damaged the original or what limbs or medical conditions were present, all ubiquitously emerged as a fully healthy copy with all ailments eliminated. The process would create a completely rejuvenated, youthful person without a trace of ill health.&lt;br /&gt;
&lt;br /&gt;
The controversy arose in an unsubstantiated conspiracy about Zeng-Hu&#039;s era of &amp;quot;Modern Miracles&amp;quot; that followed. Patients with otherwise terminal illnesses or who were injured beyond the abilities of other companies to repair were enrolled in an extremely private and shrouded &amp;quot;Total Rejuvenation Therapy&amp;quot; which had a 100% success rate, eliminating every trace of ailment and injury, with even whole new limbs perfectly and seamlessly made part of the patient again. Patients would enroll with the most stubborn bone cancers, genetic diseases, or even later stages of dementia and emerge with a bill of clean health. It was an astonishing show of acumen and flung Zeng-Hu into the forefront of the medical industry as everyone who was anyone signed up for the Rejuvenation Treatments - the limit of ten patients per year created a howling demand for Zeng-Hu services on top of genuine desperation for many.&lt;br /&gt;
&lt;br /&gt;
The conspiracy theorists allege that the patients were liquidated and their bodies cloned without the patient&#039;s knowledge of the incident, or with a plasteel-strength Non-Disclosure-Agreement. It&#039;s incredibly difficult to follow-up on the former patients due to pressure from Zeng-Hu&#039;s legal department which has more power than most governments. Detractors to the conspiracy are eager to point out that from what scraps of information we have on the Zeng-Hu family, all of them are known to regularly undergo Rejuvenation Treatment at least once a decade, and it&#039;s argued that surely the Zeng-Hu family isn&#039;t so obsessed with immortality as to willingly submit to the conspirators&#039; alleged version of the Treatment.&lt;br /&gt;
&lt;br /&gt;
== Zeng-Hu In Your Nursery ==&lt;br /&gt;
Zeng-Hu holds strong claims on patents of its assets. Zeng-Hu will sue for ownership of a body, legally defined by the company as an aggregate, that has over 1% of Zeng-Hu assets present genetically, physically, or physiologically. Most healthcare scanners are capable of sending private data packets for random audit checks. If an aggregate is created with proprietary assets the aggregate, or its legal guardians will be required to pay the necessary royalties. The company generously allows a 33% discount on royalty payments in such situations that it is reasonable to assume the presence of proprietary assets in the aggregate was inadvertent.&lt;br /&gt;
&lt;br /&gt;
In the event an aggregate or its legal guardians are unable to pay then the issue is referred to the Zeng-Hu Legal Department for potential repossession. When an aggregate is repossessed, barring unfortunate misunderstandings of the company&#039;s legal rights to its property with local, disagreeable governments, the aggregate is placed in the care of Zeng-Hu Pharmaceuticals with a rolling credit until it is of legal age to willingly agree to an employment contract exclusive to Zeng-Hu Pharmaceuticals until the remittance of all outstanding credit to the company. At the time of the contract’s negotiation, the offered alternatives are an arbitration committee to determine which proprietary Zeng-Hu assets within the aggregate shall be returned to the company to settle the balance.&lt;br /&gt;
&lt;br /&gt;
== Playing a Zeng-Hu Contractor ==&lt;br /&gt;
Zeng-Hu medical professionals suffer the stereotype of being cold, efficient, and empty of humanity. Part of the unique corporate culture that lends this image is the internal pressure that Zeng-Hu employees should wear gloves at all times. To be seen without gloves is a faux-pas at best, and an embarrassment bordering on public indecency at worst depending on the context. Their doctors are also ruthlessly pragmatic and completely lack bedside manners.&lt;br /&gt;
&lt;br /&gt;
However another stereotype that is encouraged by the corporation is enthusiastic and unbreaking politeness and deference to customers, detractors, and enemies. For contractors that lean in to this stereotype, it’s important to let others know that the contractor isn’t making decisions that are detrimental to someone’s health out of malice, but unavoidable market realities.&lt;br /&gt;
&lt;br /&gt;
There are also contractors that buck both of these trends. Zeng-Hu is so gargantuan and overwhelming that it’s almost a cosmic entity in-and-of-itself. To work in the medical field in many sectors of space makes a Zeng-Hu career mandatory. True believers in using medicine for good also exist within the ranks, who do their best to provide compassionate care.&lt;br /&gt;
&lt;br /&gt;
The same is also true of the Research wings, with a divide between cold, pragmatic scientists and eager idealists wanting to make a better galaxy.&lt;br /&gt;
&lt;br /&gt;
There are also the employees who were raised from birth, known in the legal department as “Aggregates” and as “Valued Employees” upon their employment. Whether or not they were brainwashed, Zeng-Hu tends to be all they knew in childhood. But who knows what they may think once they experience the wider galaxy and see a life beyond the company, or what they may do to take revenge.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=710</id>
		<title>Hephaestus Industries</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=710"/>
		<updated>2024-01-31T00:26:33Z</updated>

		<summary type="html">&lt;p&gt;Marlon: /* “The Herasts” or &amp;quot;The Fours&amp;quot; - Hephaestus Divided */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrgBox|name=Hephaestus Industries|image=Hephaestuslogo4.png|hq=Lemnos Station, Sol|motto=Our Chariots Carry Beyond Olympus|founded=2100s|major=Ship Hulls, Robots, General Equipment|minor=Material Processing, Mining, Prospecting|affiliates=|rivals=[[Charon Shipping Services]]|theme=8e6800}}There is no greater display of the raw industrial power of humanity than in Hephaestus Industries. The mega-corporation provides almost two-thirds of all galactic equipment in terms of robots, ship hulls, vehicles, and other finished goods. The fervorous and almost manic scale of fabrication is often credited as the primary reason the United Nations Interstellar Protectorate, and humanity as a whole, was able to explosively expand through the galaxy. The biggest monument to their capabilities remains the small asteroid in orbit of its much larger Lemnos Station HQ; the asteroid being all that remains of the former planet Mercury’s core after a single century of strip-mining and fabrication.&lt;br /&gt;
&lt;br /&gt;
== Playable Departments ==&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Engineering&#039;&#039;&#039; and &#039;&#039;&#039;Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their involvement in engineering is almost mandatory for many ships and stations. This is especially true for the New Horizon ship, as it flies a No. 3 Hephaestus-Class Hull, and the mega-corporation contributed to retrofitting what modern infrastructure is on the ship at time of play.&lt;br /&gt;
&lt;br /&gt;
== Hephaestus-Class Hulls ==&lt;br /&gt;
There are four &#039;&#039;confirmed&#039;&#039; generations of Heph-Class hulls, with a new model released roughly every century and completely revolutionizing space travel when it does.&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;No. 1 hulls&#039;&#039;&#039; were the first general-purpose interstellar-capable ship created by humanity in the  2180’s. It was much smaller than modern ships and lacked the ability to be customized by the user beyond cosmetics, but boasted a record of being the safest transport available at the time.&lt;br /&gt;
# &#039;&#039;&#039;The No. 2 hulls&#039;&#039;&#039; appeared in 2300 and featured greater customization, life-support efficiency, and was the first generation to use plasteel in its design. The hull is still common to spacers and shaft miners on the periphery of known space as no No. 2 hull has ever been known to break down under stress any less than enemy fire, and what damage the hull does take can be quickly repaired from common materials.&lt;br /&gt;
# &#039;&#039;&#039;No. 3 hulls&#039;&#039;&#039; were launched in 2400 as the cutting edge of spaceflight. Design changes and a refinement of plasteel production allowed ships to skyrocket in size. This is the first generation of interstellar ships indefinitely holding dozens or even hundreds of passengers at a time. Every single floor tile, pipe, and piece of wiring could be fully customized while in the field without the ship having to dock for a retrofit. This radical change meant No. 3 hulls were on the forefront of exploring the frontier, with the ships out in wild space for months at a time, able to do maintenance in the field with materials present in most common asteroids. The New Horizon ship is one of the earliest of the No. 3 hulls. This hull type remains the most ubiquitous across human space, with proliferation even among alien powers.&lt;br /&gt;
# &#039;&#039;&#039;No. 4 hulls&#039;&#039;&#039; instantly made all other hulls obsolete when it hit space in 2505. No. 4 boasts an even greater hull strength than earlier ships, and the ability to fly through the atmosphere of a planet or the crushing depths of a water world without losing hull cohesion. Part of this comes from the novel energy shielding that this generation of hulls use. They also incorporate on-board manufacturing and fabrication equipment, turning every ship with a No. 4 hull into a mobile factory that can even, with enough time and raw materials, fabricate an entire other vessel. This has created a new era of spaceflight where many are wondering if “spaceports” may be on their way out, as more and more No. 4 hulls - while being exorbitantly expensive - slowly proliferate through known space.&lt;br /&gt;
# &#039;&#039;&#039;No. 5 hulls&#039;&#039;&#039; remain entirely within the realm of the hypothetical, but unsubstantiated sources have periodically claimed Hephaestus is sketching preliminary concepts for a new generation of hull to be released in the early- or mid- 2600’s. Very little information exists about its capabilities. The only rumor of substance known at time of writing is that a laboratory test allegedly proves the new material used for a No. 5 hull is impervious to all known forms of energy and physical damage. There is a frenetic and fervorous scale of corporate espionage as other mega-corporations attempt to steal any scrap of knowledge of the No. 5 hull types that they can.&lt;br /&gt;
&lt;br /&gt;
== Hephaestus Robotics ==&lt;br /&gt;
The ubiquity of robots in stellar craft is partially owed to the influence of Hephaestus. Its robots - also known as ‘borgs’ colloquially - are renowned for their relative ease of fabrication and repair. Prior to Hephaestus’ break-out in the field in the 2XXX’s, robotics were expensive, high maintenance, and could only be repaired in specialized robotics bays. The introduction of the Heph-Brand General Purpose Robot completely upended hundreds of years of conventional wisdom in robotics. Hephaestus borgs began their life as a generic template that could be customized to fit into any necessary job from engineering to medical.&lt;br /&gt;
&lt;br /&gt;
Time has allowed other mega-corporations with a stake in robotics to catch up to Hephaestus’ explosive arrival in the field, but the new conventional wisdom is still built on Hephaestus’ original idea. Now robots tend to arrive at a customer as a factory default template robot, but can rapidly re-assemble itself to fit into any necessary role and then operate immediately. These configurations can then be changed by a machinist, so that an engineering borg may be reconfigured into a medical, service, janitorial, or many other types of borg.&lt;br /&gt;
&lt;br /&gt;
Modern robots also remain relatively simple to repair for engineers, with most maintenance needing only re-wiring, or a welding patch job. However one area where this philosophy fails is with the Man-Machine-Interfaces themselves; the incredibly complex and delicate devices and cyborg brains themselves remain exclusively within the field of specialized machinists, must to the chagrin of Hephaestus engineers.&lt;br /&gt;
&lt;br /&gt;
== Playing a Hephaestus Contractor ==&lt;br /&gt;
The stereotype of typical Hephaestus Engineers is that they’re a culture of down-to-earth, blue-collar workers when things are quiet and manic MacGyvers when their skills are needed. Hephaestus engineering training encourages quick, out-of-the-box solutions to engineering problems and a heavy emphasis on recycling to ensure its engineers are able to solve any problems with a Heph-class hull even if they’re light-years away from a port. However this stereotype is becoming outdated as a relic of the No. 3 era, as a new generation of Engineers have boarded ships like the New Horizon experienced with the new model of No. 4 hulls. &lt;br /&gt;
&lt;br /&gt;
No. 4 hulls are so impervious to most damage that No. 4 era engineers, with plenty of downtime, are stereotyped as dry, bland, and worried about paperwork and procedure. No. 4 era Hephaestus Engineers often clash with No. 3 era engineers when they board older hulls like the New Horizon, where the old mindset remains.&lt;br /&gt;
&lt;br /&gt;
Hephaestus contractors in Operations are often stereotyped like their engineering cousins; unfriendly to paperwork and proper procedures but as reliable as a No. 3 hull. They’re considered by many to be mavericks who don’t play by the rules but get results. A new generation of Operations personnel are, like the new generation of engineers, more aligned with &amp;quot;stuffy&amp;quot;, &amp;quot;white-collar&amp;quot; attitudes.&lt;br /&gt;
&lt;br /&gt;
== Corporate Culture - &amp;quot;The Herasts&amp;quot; ==&lt;br /&gt;
The maverick, almost blue-collar culture of Hephaestus has been increasingly chafing against the new generation of engineers, management, and even customers. The shift came after the release of Heph-Class No. 3 Hulls in the 2400’s which cemented Hephaestus’ status as a mega-corporation. In the almost two-centuries since then, the newer generations were born and raised that are almost all influenced by Hephaestus being an unrivaled power in hull making, or only knew No. 3 hulls and beyond.&lt;br /&gt;
&lt;br /&gt;
This has created a more closed, complacent culture especially among the newer No. 4 generation. This newer generation was dubbed the &#039;&#039;“Herasts”&#039;&#039; sardonically by former CEO Alice Aeson in the 2550s. It references the original myth of Hephaestus and his relationship with his estranged mother, who wanted him to return to Olympus only so he could make her shiny crafts without actually loving her son beyond his tools. They are also called &#039;&#039;&amp;quot;The Fours&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The conflict has been going on for a century now, and is primarily portrayed through the bitter power struggle between Hephaestus’ current CEO Titanius Aeson and the Board of Directors. The new CEO assumed the mantle after his mother’s death in the 2450’s, and has fought to continue the meritocratic, maverick culture of Hephaestus that was present before the No. 3 hulls were launched.&lt;br /&gt;
&lt;br /&gt;
The closed culture represented by the Board wants to keep the mega-corporation neutral in all affairs, wanting to sell to anyone and everyone in the galaxy without any statement of morals or values. This closed culture also means employees who voice disagreement with corporate policy with ‘out-of-the-box’ thinking are punished, either explicitly or subtly. This is also present in the new generation of engineers being taught to follow the company line, and to strictly follow regulations and procedures.&lt;br /&gt;
&lt;br /&gt;
The more open culture championed by Titanius Aeson is a continuation of the generations before No. 3 hulls, where engineers, miners, and employees were encouraged to think on their feet and firmly commit to their values. Former CEO Alice Aeson  was famous for sticking to her guns and refusing to ‘cheat’ her customers, while also keeping the company on the ‘right path’ by doing the unthinkable: calling out oppressive or immoral policies from star nations, even &#039;&#039;friendly&#039;&#039; ones.&lt;br /&gt;
&lt;br /&gt;
The biggest controversy within Hephaestus is a rumor (fervently denied at every step) that the alleged No. 5 hull will not be repairable ‘in the field’ and would need to dock at a Hephaestus proprietary shipyard. This would be a monumental shift that would affect space-faring powers across the galaxy. Many believe that the shadowy struggle behind this specific change is responsible for much espionage striking the mega-corporation lately&#039;&#039;,&#039;&#039; which sometimes pulls in outside actors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=708</id>
		<title>Hephaestus Industries</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=708"/>
		<updated>2024-01-31T00:24:38Z</updated>

		<summary type="html">&lt;p&gt;Marlon: Category:Lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OrgBox|name=Hephaestus Industries|image=Hephaestuslogo4.png|hq=Lemnos Station, Sol|motto=Our Chariots Carry Beyond Olympus|founded=2100s|major=Ship Hulls, Robots, General Equipment|minor=Material Processing, Mining, Prospecting|affiliates=|rivals=[[Charon Shipping Services]]|theme=8e6800}}There is no greater display of the raw industrial power of humanity than in Hephaestus Industries. The mega-corporation provides almost two-thirds of all galactic equipment in terms of robots, ship hulls, vehicles, and other finished goods. The fervorous and almost manic scale of fabrication is often credited as the primary reason the United Nations Interstellar Protectorate, and humanity as a whole, was able to explosively expand through the galaxy. The biggest monument to their capabilities remains the small asteroid in orbit of its much larger Lemnos Station HQ; the asteroid being all that remains of the former planet Mercury’s core after a single century of strip-mining and fabrication.&lt;br /&gt;
&lt;br /&gt;
== Playable Departments ==&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Engineering&#039;&#039;&#039; and &#039;&#039;&#039;Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their involvement in engineering is almost mandatory for many ships and stations. This is especially true for the New Horizon ship, as it flies a No. 3 Hephaestus-Class Hull, and the mega-corporation contributed to retrofitting what modern infrastructure is on the ship at time of play.&lt;br /&gt;
&lt;br /&gt;
== Hephaestus-Class Hulls ==&lt;br /&gt;
There are four &#039;&#039;confirmed&#039;&#039; generations of Heph-Class hulls, with a new model released roughly every century and completely revolutionizing space travel when it does.&lt;br /&gt;
&lt;br /&gt;
# The &#039;&#039;&#039;No. 1 hulls&#039;&#039;&#039; were the first general-purpose interstellar-capable ship created by humanity in the  2180’s. It was much smaller than modern ships and lacked the ability to be customized by the user beyond cosmetics, but boasted a record of being the safest transport available at the time.&lt;br /&gt;
# &#039;&#039;&#039;The No. 2 hulls&#039;&#039;&#039; appeared in 2300 and featured greater customization, life-support efficiency, and was the first generation to use plasteel in its design. The hull is still common to spacers and shaft miners on the periphery of known space as no No. 2 hull has ever been known to break down under stress any less than enemy fire, and what damage the hull does take can be quickly repaired from common materials.&lt;br /&gt;
# &#039;&#039;&#039;No. 3 hulls&#039;&#039;&#039; were launched in 2400 as the cutting edge of spaceflight. Design changes and a refinement of plasteel production allowed ships to skyrocket in size. This is the first generation of interstellar ships indefinitely holding dozens or even hundreds of passengers at a time. Every single floor tile, pipe, and piece of wiring could be fully customized while in the field without the ship having to dock for a retrofit. This radical change meant No. 3 hulls were on the forefront of exploring the frontier, with the ships out in wild space for months at a time, able to do maintenance in the field with materials present in most common asteroids. The New Horizon ship is one of the earliest of the No. 3 hulls. This hull type remains the most ubiquitous across human space, with proliferation even among alien powers.&lt;br /&gt;
# &#039;&#039;&#039;No. 4 hulls&#039;&#039;&#039; instantly made all other hulls obsolete when it hit space in 2505. No. 4 boasts an even greater hull strength than earlier ships, and the ability to fly through the atmosphere of a planet or the crushing depths of a water world without losing hull cohesion. Part of this comes from the novel energy shielding that this generation of hulls use. They also incorporate on-board manufacturing and fabrication equipment, turning every ship with a No. 4 hull into a mobile factory that can even, with enough time and raw materials, fabricate an entire other vessel. This has created a new era of spaceflight where many are wondering if “spaceports” may be on their way out, as more and more No. 4 hulls - while being exorbitantly expensive - slowly proliferate through known space.&lt;br /&gt;
# &#039;&#039;&#039;No. 5 hulls&#039;&#039;&#039; remain entirely within the realm of the hypothetical, but unsubstantiated sources have periodically claimed Hephaestus is sketching preliminary concepts for a new generation of hull to be released in the early- or mid- 2600’s. Very little information exists about its capabilities. The only rumor of substance known at time of writing is that a laboratory test allegedly proves the new material used for a No. 5 hull is impervious to all known forms of energy and physical damage. There is a frenetic and fervorous scale of corporate espionage as other mega-corporations attempt to steal any scrap of knowledge of the No. 5 hull types that they can.&lt;br /&gt;
&lt;br /&gt;
== Hephaestus Robotics ==&lt;br /&gt;
The ubiquity of robots in stellar craft is partially owed to the influence of Hephaestus. Its robots - also known as ‘borgs’ colloquially - are renowned for their relative ease of fabrication and repair. Prior to Hephaestus’ break-out in the field in the 2XXX’s, robotics were expensive, high maintenance, and could only be repaired in specialized robotics bays. The introduction of the Heph-Brand General Purpose Robot completely upended hundreds of years of conventional wisdom in robotics. Hephaestus borgs began their life as a generic template that could be customized to fit into any necessary job from engineering to medical.&lt;br /&gt;
&lt;br /&gt;
Time has allowed other mega-corporations with a stake in robotics to catch up to Hephaestus’ explosive arrival in the field, but the new conventional wisdom is still built on Hephaestus’ original idea. Now robots tend to arrive at a customer as a factory default template robot, but can rapidly re-assemble itself to fit into any necessary role and then operate immediately. These configurations can then be changed by a machinist, so that an engineering borg may be reconfigured into a medical, service, janitorial, or many other types of borg.&lt;br /&gt;
&lt;br /&gt;
Modern robots also remain relatively simple to repair for engineers, with most maintenance needing only re-wiring, or a welding patch job. However one area where this philosophy fails is with the Man-Machine-Interfaces themselves; the incredibly complex and delicate devices and cyborg brains themselves remain exclusively within the field of specialized machinists, must to the chagrin of Hephaestus engineers.&lt;br /&gt;
&lt;br /&gt;
== Playing a Hephaestus Contractor ==&lt;br /&gt;
The stereotype of typical Hephaestus Engineers is that they’re a culture of down-to-earth, blue-collar workers when things are quiet and manic MacGyvers when their skills are needed. Hephaestus engineering training encourages quick, out-of-the-box solutions to engineering problems and a heavy emphasis on recycling to ensure its engineers are able to solve any problems with a Heph-class hull even if they’re light-years away from a port. However this stereotype is becoming outdated as a relic of the No. 3 era, as a new generation of Engineers have boarded ships like the New Horizon experienced with the new model of No. 4 hulls. &lt;br /&gt;
&lt;br /&gt;
No. 4 hulls are so impervious to most damage that No. 4 era engineers, with plenty of downtime, are stereotyped as dry, bland, and worried about paperwork and procedure. No. 4 era Hephaestus Engineers often clash with No. 3 era engineers when they board older hulls like the New Horizon, where the old mindset remains.&lt;br /&gt;
&lt;br /&gt;
Hephaestus contractors in Operations are often stereotyped like their engineering cousins; unfriendly to paperwork and proper procedures but as reliable as a No. 3 hull. They’re considered by many to be mavericks who don’t play by the rules but get results. A new generation of Operations personnel are, like the new generation of engineers, more aligned with &amp;quot;stuffy&amp;quot;, &amp;quot;white-collar&amp;quot; attitudes.&lt;br /&gt;
&lt;br /&gt;
== “The Herasts” or &amp;quot;The Fours&amp;quot; - Hephaestus Divided ==&lt;br /&gt;
The maverick, almost blue-collar culture of Hephaestus has been increasingly chafing against the new generation of engineers, management, and even customers. The shift came after the release of Heph-Class No. 3 Hulls in the 2400’s which cemented Hephaestus’ status as a mega-corporation. In the almost two-centuries since then, the newer generations were born and raised that are almost all influenced by Hephaestus being an unrivaled power in hull making, or only knew No. 3 hulls and beyond.&lt;br /&gt;
&lt;br /&gt;
This has created a more closed, complacent culture especially among the newer No. 4 generation. This newer generation was dubbed the &#039;&#039;“Herasts”&#039;&#039; sardonically by former CEO Alice Aeson in the 2550s. It references the original myth of Hephaestus and his relationship with his estranged mother, who wanted him to return to Olympus only so he could make her shiny crafts without actually loving her son beyond his tools. They are also called &#039;&#039;&amp;quot;The Fours&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The conflict has been going on for a century now, and is primarily portrayed through the bitter power struggle between Hephaestus’ current CEO Titanius Aeson and the Board of Directors. The new CEO assumed the mantle after his mother’s death in the 2450’s, and has fought to continue the meritocratic, maverick culture of Hephaestus that was present before the No. 3 hulls were launched.&lt;br /&gt;
&lt;br /&gt;
The closed culture represented by the Board wants to keep the mega-corporation neutral in all affairs, wanting to sell to anyone and everyone in the galaxy without any statement of morals or values. This closed culture also means employees who voice disagreement with corporate policy with ‘out-of-the-box’ thinking are punished, either explicitly or subtly. This is also present in the new generation of engineers being taught to follow the company line, and to strictly follow regulations and procedures.&lt;br /&gt;
&lt;br /&gt;
The more open culture championed by Titanius Aeson is a continuation of the generations before No. 3 hulls, where engineers, miners, and employees were encouraged to think on their feet and firmly commit to their values. Former CEO Alice Aeson  was famous for sticking to her guns and refusing to ‘cheat’ her customers, while also keeping the company on the ‘right path’ by doing the unthinkable: calling out oppressive or immoral policies from star nations, even &#039;&#039;friendly&#039;&#039; ones.&lt;br /&gt;
&lt;br /&gt;
The biggest controversy within Hephaestus is a rumor (fervently denied at every step) that the alleged No. 5 hull will not be repairable ‘in the field’ and would need to dock at a Hephaestus proprietary shipyard. This would be a monumental shift that would affect space-faring powers across the galaxy. Many believe that the shadowy struggle behind this specific change is responsible for much espionage striking the mega-corporation lately&#039;&#039;,&#039;&#039; which sometimes pulls in outside actors.&lt;br /&gt;
&lt;br /&gt;
[[Category:Lore]]&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
	</entry>
	<entry>
		<id>http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=704</id>
		<title>Hephaestus Industries</title>
		<link rel="alternate" type="text/html" href="http://unip.herma.moe/index.php?title=Hephaestus_Industries&amp;diff=704"/>
		<updated>2024-01-30T23:58:43Z</updated>

		<summary type="html">&lt;p&gt;Marlon: initial draft page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is no greater display of the raw industrial power of humanity than in Hephaestus Industries. The mega-corporation provides almost two-thirds of all galactic equipment in terms of robots, ship hulls, vehicles, and other finished goods. The fervorous and almost manic scale of fabrication is often credited as the primary reason the United Nations Interstellar Protectorate, and humanity as a whole, was able to explosively expand through the galaxy. The biggest monument to their capabilities remains the small asteroid in orbit of its much larger Lemnos Station HQ; the asteroid being all that remains of the former planet Mercury’s core after a single century of strip-mining and fabrication.&lt;br /&gt;
&lt;br /&gt;
* Hephaestus Industries is based from its HQ at Lemnos Station, of which the Mercury Monument Asteroid orbits.&lt;br /&gt;
* Their main source of income is manufacturing ship hulls, robots, and general equipment, material processing, mining, and prospecting.&lt;br /&gt;
* Their arch-rival is Charon Shipping Services.&lt;br /&gt;
* Their motto is “Our Chariots Carry &#039;&#039;Beyond&#039;&#039; Olympus”&lt;br /&gt;
* They were founded in the 2100’s.&lt;br /&gt;
&lt;br /&gt;
== Playable Departments ==&lt;br /&gt;
On the ship their playable departments are &#039;&#039;&#039;Engineering&#039;&#039;&#039; and &#039;&#039;&#039;Operations.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Their involvement in engineering is almost mandatory for many ships and stations. This is especially true for the New Horizon ship, as it flies a No. 3 Hephaestus-Class Hull, and the mega-corporation contributed to retrofitting what modern infrastructure is on the ship at time of play.&lt;br /&gt;
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== Hephaestus-Class Hulls ==&lt;br /&gt;
There are four &#039;&#039;confirmed&#039;&#039; generations of Heph-Class hulls, with a new model released roughly every century and completely revolutionizing space travel when it does.&lt;br /&gt;
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# The &#039;&#039;&#039;No. 1 hulls&#039;&#039;&#039; were the first general-purpose interstellar-capable ship created by humanity in the  2180’s. It was much smaller than modern ships and lacked the ability to be customized by the user beyond cosmetics, but boasted a record of being the safest transport available at the time.&lt;br /&gt;
# &#039;&#039;&#039;The No. 2 hulls&#039;&#039;&#039; appeared in 2300 and featured greater customization, life-support efficiency, and was the first generation to use plasteel in its design. The hull is still common to spacers and shaft miners on the periphery of known space as no No. 2 hull has ever been known to break down under stress any less than enemy fire, and what damage the hull does take can be quickly repaired from common materials.&lt;br /&gt;
# &#039;&#039;&#039;No. 3 hulls&#039;&#039;&#039; were launched in 2400 as the cutting edge of spaceflight. Design changes and a refinement of plasteel production allowed ships to skyrocket in size. This is the first generation of interstellar ships indefinitely holding dozens or even hundreds of passengers at a time. Every single floor tile, pipe, and piece of wiring could be fully customized while in the field without the ship having to dock for a retrofit. This radical change meant No. 3 hulls were on the forefront of exploring the frontier, with the ships out in wild space for months at a time, able to do maintenance in the field with materials present in most common asteroids. The New Horizon ship is one of the earliest of the No. 3 hulls. This hull type remains the most ubiquitous across human space, with proliferation even among alien powers.&lt;br /&gt;
# &#039;&#039;&#039;No. 4 hulls&#039;&#039;&#039; instantly made all other hulls obsolete when it hit space in 2505. No. 4 boasts an even greater hull strength than earlier ships, and the ability to fly through the atmosphere of a planet or the crushing depths of a water world without losing hull cohesion. Part of this comes from the novel energy shielding that this generation of hulls use. They also incorporate on-board manufacturing and fabrication equipment, turning every ship with a No. 4 hull into a mobile factory that can even, with enough time and raw materials, fabricate an entire other vessel. This has created a new era of spaceflight where many are wondering if “spaceports” may be on their way out, as more and more No. 4 hulls - while being exorbitantly expensive - slowly proliferate through known space.&lt;br /&gt;
# &#039;&#039;&#039;No. 5 hulls&#039;&#039;&#039; remain entirely within the realm of the hypothetical, but unsubstantiated sources have periodically claimed Hephaestus is sketching preliminary concepts for a new generation of hull to be released in the early- or mid- 2600’s. Very little information exists about its capabilities. The only rumor of substance known at time of writing is that a laboratory test allegedly proves the new material used for a No. 5 hull is impervious to all known forms of energy and physical damage. There is a frenetic and fervorous scale of corporate espionage as other mega-corporations attempt to steal any scrap of knowledge of the No. 5 hull types that they can.&lt;br /&gt;
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== Hephaestus Robotics ==&lt;br /&gt;
The ubiquity of robots in stellar craft is partially owed to the influence of Hephaestus. Its robots - also known as ‘borgs’ colloquially - are renowned for their relative ease of fabrication and repair. Prior to Hephaestus’ break-out in the field in the 2XXX’s, robotics were expensive, high maintenance, and could only be repaired in specialized robotics bays. The introduction of the Heph-Brand General Purpose Robot completely upended hundreds of years of conventional wisdom in robotics. Hephaestus borgs began their life as a generic template that could be customized to fit into any necessary job from engineering to medical.&lt;br /&gt;
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Time has allowed other mega-corporations with a stake in robotics to catch up to Hephaestus’ explosive arrival in the field, but the new conventional wisdom is still built on Hephaestus’ original idea. Now robots tend to arrive at a customer as a factory default template robot, but can rapidly re-assemble itself to fit into any necessary role and then operate immediately. These configurations can then be changed by a machinist, so that an engineering borg may be reconfigured into a medical, service, janitorial, or many other types of borg.&lt;br /&gt;
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Modern robots also remain relatively simple to repair for engineers, with most maintenance needing only re-wiring, or a welding patch job. However one area where this philosophy fails is with the Man-Machine-Interfaces themselves; the incredibly complex and delicate devices and cyborg brains themselves remain exclusively within the field of specialized machinists, must to the chagrin of Hephaestus engineers.&lt;br /&gt;
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== Playing a Hephaestus Contractor ==&lt;br /&gt;
The stereotype of typical Hephaestus Engineers is that they’re a culture of down-to-earth, blue-collar workers when things are quiet and manic MacGyvers when their skills are needed. Hephaestus engineering training encourages quick, out-of-the-box solutions to engineering problems and a heavy emphasis on recycling to ensure its engineers are able to solve any problems with a Heph-class hull even if they’re light-years away from a port. However this stereotype is becoming outdated as a relic of the No. 3 era, as a new generation of Engineers have boarded ships like the New Horizon experienced with the new model of No. 4 hulls. &lt;br /&gt;
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No. 4 hulls are so impervious to most damage that No. 4 era engineers, with plenty of downtime, are stereotyped as dry, bland, and worried about paperwork and procedure. No. 4 era Hephaestus Engineers often clash with No. 3 era engineers when they board older hulls like the New Horizon, where the old mindset remains.&lt;br /&gt;
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Hephaestus contractors in Operations are often stereotyped like their engineering cousins; unfriendly to paperwork and proper procedures but as reliable as a No. 3 hull. They’re considered by many to be mavericks who don’t play by the rules but get results. A new generation of Operations personnel are, like the new generation of engineers, more aligned with &amp;quot;stuffy&amp;quot;, &amp;quot;white-collar&amp;quot; attitudes.&lt;br /&gt;
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== “The Herasts” or &amp;quot;The Fours&amp;quot; - Hephaestus Divided ==&lt;br /&gt;
The maverick, almost blue-collar culture of Hephaestus has been increasingly chafing against the new generation of engineers, management, and even customers. The shift came after the release of Heph-Class No. 3 Hulls in the 2400’s which cemented Hephaestus’ status as a mega-corporation. In the almost two-centuries since then, the newer generations were born and raised that are almost all influenced by Hephaestus being an unrivaled power in hull making, or only knew No. 3 hulls and beyond.&lt;br /&gt;
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This has created a more closed, complacent culture especially among the newer No. 4 generation. This newer generation was dubbed the &#039;&#039;“Herasts”&#039;&#039; sardonically by former CEO Alice Aeson in the 2550s. It references the original myth of Hephaestus and his relationship with his estranged mother, who wanted him to return to Olympus only so he could make her shiny crafts without actually loving her son beyond his tools. They are also called &#039;&#039;&amp;quot;The Fours&amp;quot;.&#039;&#039;&lt;br /&gt;
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The conflict has been going on for a century now, and is primarily portrayed through the bitter power struggle between Hephaestus’ current CEO Titanius Aeson and the Board of Directors. The new CEO assumed the mantle after his mother’s death in the 2450’s, and has fought to continue the meritocratic, maverick culture of Hephaestus that was present before the No. 3 hulls were launched.&lt;br /&gt;
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The closed culture represented by the Board wants to keep the mega-corporation neutral in all affairs, wanting to sell to anyone and everyone in the galaxy without any statement of morals or values. This closed culture also means employees who voice disagreement with corporate policy with ‘out-of-the-box’ thinking are punished, either explicitly or subtly. This is also present in the new generation of engineers being taught to follow the company line, and to strictly follow regulations and procedures.&lt;br /&gt;
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The more open culture championed by Titanius Aeson is a continuation of the generations before No. 3 hulls, where engineers, miners, and employees were encouraged to think on their feet and firmly commit to their values. Former CEO Alice Aeson  was famous for sticking to her guns and refusing to ‘cheat’ her customers, while also keeping the company on the ‘right path’ by doing the unthinkable: calling out oppressive or immoral policies from star nations, even &#039;&#039;friendly&#039;&#039; ones.&lt;br /&gt;
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The biggest controversy within Hephaestus is a rumor (fervently denied at every step) that the alleged No. 5 hull will not be repairable ‘in the field’ and would need to dock at a Hephaestus proprietary shipyard. This would be a monumental shift that would affect space-faring powers across the galaxy. Many believe that the shadowy struggle behind this specific change is responsible for much espionage striking the mega-corporation lately&#039;&#039;,&#039;&#039; which sometimes pulls in outside actors.&lt;/div&gt;</summary>
		<author><name>Marlon</name></author>
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