Unathi

From New Horizons Wiki
Unathi
Basics
Playable: Yes
Whitelisted: No
Physiology
Height: 5'5" to 7'1"
Lifespan: 70 to 120 years.
Or over 1000?Specifically,
  • 70 years naturally.
  • 120 years with life extension.
  • 1,000+ for Hal-Aman "The Mad", a God-King obsessed with cloning and eternal life.
Homeworld
System: Bomus
Planet: Moghes & MoreOther major inhabited planets:
  • Yzali (Bomus System)
  • Zakkeran (Bomus System)
Language: Mhos-Tum, Yalz-Tum, Anglikirtan

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 Bomus with their home-world of Moghes 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's wretched refuse created a society entirely new through embracing the message of God.

Job Restrictions

Unathi have no job restrictions.

Mechanics

Passive

  • Unathi are coldblooded which allows slightly improved heat resistance, but increased sensitivity to cold.
  • Unathi have claws, which slash and improve unarmed melee attacks.
  • Unathi are incapable of easily digesting alcohol, and ethanol is considered toxic to them.
    • 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.
  • Unathi get no nutrients from eating fruits and vegetables. They need meat to fill their hunger.
  • Unathi can safely eat carp and consume carpotoxin.
  • 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.

Active Abilities

  • 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.
  • Unathi hiss when speaking Tau Ceti Basic. You achieve this by typing multiple s's during speech. This can also be pronounced through x's if their accent is thick. "Thisss issss an ekssample." You can also Toggle-Auto-Hiss to do this for you.
  • Unathi can sample the air with their tongue and get an accurate sense of the atmospheric composition and temperature.
  • Unique audible emotes: *hiss, *hiss2, *bellow.

Languages & Accents

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's anachronistic names are subject to change in the future as the server develops. The NH local name is in parenthesis.

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:

Queendom (Halz Commoner)

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.

Torn Cities (Halz Noble)

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's servants are often given amidst chaos. The accent has also become known as a commanding one rarely seen outside of this God-King's domain, due to historical use and its direct pronunciation and volume.

Zazalai (Akran)

The accent of the God-King's Warrior Caste of Akran is a rather monotone one. The Sinta of the region tend to speak slowly and with little expressed emotion.

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:

Aut'akh

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.

Tza Peasant (Commoner Yalz-Tum)

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

Tza Noble (Princely Yalz-Tum)

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's education would be able to clearly tell the difference.

Southlands Peasant

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.

Southlands Noble (Princely Southlands)

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.

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'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:

Broken Peasant (Nomad Pacifist)

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.

Broken Noble (Nomad Militant)

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.

Zazalai Noble (Anglisassur)

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.

Unathi Spacer 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."

The Hegemony

The three worlds of the Unathi despise one another. However, their ancient rivalries are kept contained enough for all three to be members in The Hegemony. 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.

Overview

The people of Moghes following ancient God-Kings called Ensi. Moghes is seen as a home of conservatism, where thousand-year-old traditions are kept alive and unchanged. Moghean Unathi speak Mhos-Tum and their worship of their God-Kings is called Ensi Worship. 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.

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.

The environment of Moghes is generally hotter and more humid than Earth, but it's still home to deserts, tundras, and arboreal forests in some areas.

Culture & Family

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!

  • Moghean music 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.
  • The moghean family 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.

Religion

Religion on Moghes universally revolves around the Ensi. 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.

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.

Civics

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.

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'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.

Character Suggestions
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.

Overview

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 Yalz-Tum and their religion is called Hartism. 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.

The Yzali also have a presence in the Eridani Corporate Alliance, where their skills for cultivating good vibes has created the parasitical Transcends.

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.

Culture & Family

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'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?

  • Yzali music 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.
  • The Yzali family 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.

Religion

  • Yzali religion is dominated by Hartism, its followers called Hartists. It is a philosophical school founded by Mottus Harti in the 2300’s after The Disaster. 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.
Character Suggestions

Yzali Unathi on the ship could be workers fleeing their exploitation, escaped cybernetic servants called Akran 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.

Civics

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'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'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 'with' live in the floating palaces, while those 'without' live in the decaying urban spaces below.

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.

Overview

Zakkeran is a home of revolutionary change that rejects the traditionalism of Moghes and the runaway progress of Yzali. Zakkerani speak Anglikirtan and their majority religion is called Sassurism. 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 Niksum-Warriors from the Moghes and the cybernetic Akran 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.

Culture & Family

Being a world without greater powers forcing compliance, Zakkeran is an incredibly diverse world. If you have character concepts for a Unathi that don'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.

  • Zakkeran music 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.
  • The Zakkeran family 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.

Religion

  • Zakkeran religion revolves around Sassurism, 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 Sassur as God’s final emissary. It is primarily divided between Pacifist Sassurites and Militant Sassurites.
    • 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.
    • 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.

Civics

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.

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.

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't typically devolve into armed conflict.

Character Suggestions

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.

Aut'akh Unathi

Overview

The Aut’akh are a collective of formerly mind-slaved cybernetic soldiers and serfs called Akran that escaped their servitude and formed a community together over the last few centuries on Zakkeran. Aut’akh languages are primarily Yalz-tum, followed by Anglikirtan. Their primary religion is Oss-Worship, 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.

  • The Aut’akh in Haven live in Communes, with the largest being Haven 37.

Culture & Family

The following is the default for Aut'akh Unathi. Coming from already diverse cultures, their cybernetic culture adds another layer to their communities. When making a character, consider if your Aut'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'akh and Zakkeran ways of living.

  • Aut’akh music 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.
  • Aut’akh families 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.

Augmentation

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.

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.

Oss and The Mesh

The combined expression of all Aut’akh in Haven is called Oss, 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.

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-Disaster 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 Oss.

  • Oss was originally a colony management system, although every major component of the original Oss software has been replaced or improved over the years.

In functional terms, Oss is an operating system and a numbers cruncher housed within an implant in an Aut'akhs mind. This implant, called a Soul Anchor, also connects an Aut'akh to the Mesh. The Mesh is best described as a mental form of the internet that works on any device that runs Oss. Through its use, Aut'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.

Aut'akh’s most esteemed coders are known as Paradigms, and they are the example to which every Aut'akh strives. An Aut'akh becomes a "Paradigm" 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.

Oss and Consciousness

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.

Decrees

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 Decrees from Oss itself. Most Aut'akh act with crusader-like zeal in completing them. Other Aut'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.

Oss in Daily Life

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'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'akh still have agency during these feelings.

The Implements

Like a computer, Soul Anchors can only run so many aspects of Oss at a time. Aut'akh have a set of programs called the Implements. When running, the Aut'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'akh can delete an Implement from their Anchor and download a new one in the space of an hour or less.

  • PublicSquare.OSS is similar to a public forum and instant messaging board. It allows Aut'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'akh form Consensus, using the various platforms.
  • TacticalNetwork.OSS is a complex combat system designed for incredible levels of coordination and tactical prowess. Aut'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.
  • WorkSafe.OSS is used by Aut'akh who are working in day to day tasks within the Commune. Aut'akh who take on a work assignment gain the ability to do complex tasks in unison with all other Aut'akh around them. Aut'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'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.
  • BattleTrance.OSS 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 "real time strategy game".
  • TravelGrid.OSS has been described as having the same scale as a traffic-control network for a major urban city. It gives Aut'akh the ability to easily navigate even the most complex mazes within their network. Thousands of Aut'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'akh to get to their destination.
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.

Spacer Unathi

Overview

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's pop culture considers ‘Spacer Unathi’ - The Venerable Order of Banners of Saint Zalessa, commonly known as the Order of Zalessa, the Immortal Supplicants of Maruduk, commonly known as the Immortals, and the Carrion-Eaters of Kemmut, also called The Carrion-Eaters.

Spacer Unathi Factions

Order of Saint Zalessa

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 Nebum Fortress, which orbits the large black hole commonly called Maruduk’s Demise 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's claims of galactic doom seriously, their services as honorable roaming fighters lends them frequent contracts for both protective and humanitarian services.

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.

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.

Religion

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.

Immortals of Maruduk

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.

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.

Religion

Ardent Immortals worship Maruduk as an Ensi; a God-King.

History of Maruduk & Zalessa

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.

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.

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.

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.

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.

The Carrion-Eaters of Kemmut

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.

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.

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'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.

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.

History of the Carrion-Eaters

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'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 The Disaster.

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.

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.

Religion

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.

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.

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'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.

Abridged History

Unathi history is extremely ancient, and is therefore divided into several "ages". The specific date of eras are not strictly important until events of modern times.

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 Ensi. 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.

Eventually, one of these leagues managed to colonize Yzali, the second habitable planet in the system. In retaliation the Ensi destroyed the colonizers' 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.

After surpassing its home world, Yzali dominated the Bomus system with advanced technology including android and cyborg soldiers called Akran - the precursor of modern Aut'akh. With its own biosphere tapped out by the end of the era, Yzali Techno-Princes colonized the barren world of Zakkeran 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.

By the 1600'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 Hal-aman “the Eternal” - also known as Hal-aman “The Aberration”.

Around 2000 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'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. 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.

In the 2300’s 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.

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 The Disaster. 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. 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 The Hegemony.

Moghes 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.

Yzali 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.

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.

The Aut'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.

Zakkeran Lore Books

[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.]

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.

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.

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.

[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.]

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.

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.

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:

"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."

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.

[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.]

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,

“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.

The people feared the return of tyranny and spoke no more of it.

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.

[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.]

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.

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.

As he spoke the Word to the people of Zakkeran Sassur said, "All who believe shall live together and hold everything in common."

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.