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		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=18800</id>
		<title>Surgery</title>
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		<updated>2021-02-02T13:05:11Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Infection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=READ THIS FIRST=&lt;br /&gt;
The chart that shows what surgeries each role is qualified to perform. ===&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:surgery_chart_50.png|link=]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of surgical instruments in the Operating Theatre, along with an operating table. In general, only [[Roboticist]]s, [[Physician]]s, [[Surgeon]]s, and the [[Chief Medical Officer]] (if qualified) can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming the patient.&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player with grab intent to put them in an aggressive grab and click on a table. Be sure to tell them to rest, otherwise they might automatically get back up mid-procedure. Note that you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
===NOTE ABOUT GHETTO SURGERY===&lt;br /&gt;
Performing this as a crew member and a non-antagonist one (unless the situation really calls for it. If you have any questions, you&#039;re free to ahelp it) might possibly lead to action being taken against you by the internal security team or IAA, which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
==Surgical Tools==&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.png]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] Incision Management System&lt;br /&gt;
* [[File:Laserscalp.png]] Laser scalpel&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Taperoll.png]] Tape Roll&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. Apply ointment to the afflicted areas quickly if you fail to wash your hands before starting surgery.&lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the patient to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the patient and click on the operating table to lay them down on it. Alternatively, ask them to lie down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] a tank of sleeping agent.&lt;br /&gt;
# Clickdrag their body onto yours to view their inventory. With the medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the sleeping agent in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
#*You may need to clickdrag their body onto yours again to refresh the window to actually see the option to enable their internals.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Surgery List=&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] IMS if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] Laser Scalpel.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to create an incision.&lt;br /&gt;
#*If the patient is [[Vaurca_Hives|Vaurca]], use the [[File:Drill.png]] &#039;&#039;&#039;drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For internal work in &#039;&#039;&#039;chest and skull only&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to move the bone aside.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Laserscalp.png]] Laser Scalpel - Level 1 75%, Level 2 85%, Level 3 95%, energy sword 5%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
If you had to use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; earlier (&#039;&#039;&#039;chest/head&#039;&#039;&#039;):&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend their ribcage/skull &#039;&#039;unless&#039;&#039; the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
Then, after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Ensure the target limb doesn&#039;t have over 30 brute damage (15 for hands and feet), otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
#* If you are fixing broken bones in the head or chest, apply a second smearing of [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to set the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Plastic Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The altering and repair of a patient&#039;s face.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to begin fixing vocal cords if needed&#039; otherwise begin the process of fixing any other facial deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SHELL IPC&#039;S ONLY BELOW!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# [[File:Multitool.png]] &#039;&#039;&#039;multi-tool&#039;&#039;&#039; to begin fixing synth voice box if needed&#039; otherwise begin the process of fixing any other synthskin deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Tactical Knife 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Arterial Bleeding and Severed Tendon Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and tendons.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
# (Optional) Conduct &#039;&#039;&#039;Bone Repair&#039;&#039;&#039; on the parent body.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Saw.png]] Circular Saw - Hatchet 55%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;Amputation&#039;&#039;&#039;.&lt;br /&gt;
# Attach the desired limb, whether it&#039;s the patient&#039;s or a robotic limb.&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;For organic limbs, be ready to inject Thetamycin as the replacement limb is surely infected.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending organ damage. Yes, even brain damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced trauma kit&#039;&#039;&#039; for organic organs.&lt;br /&gt;
#* [[File:Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; for synthetic organs.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use the &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend the cavity wall.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of organs. This also applies to Prosthetic organs, and K&#039;ois.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/lungs, groin for appendix/kidney/liver)&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REMOVING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPLANTING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Click the patient with the organ you intent to transplant.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# Administer an [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. &#039;&#039;Do not&#039;&#039; transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Additionally, K&#039;ois is located in the chest. Black K&#039;ois is located in the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb necrosis mostly caused by septic infections. &#039;&#039;&#039;NOT necrotic organ repair.&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic area in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic limb.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Pre-Cyborgification Procedure==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Preparing a brain for cyborgification. This ain&#039;t rocket surgery!&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the head.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill away the relevant parts of the brain.&lt;br /&gt;
*REMOVING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Organ_Removal.2FTransplantation|Organ Removal/Transplantation]]&#039;&#039;&#039;.&lt;br /&gt;
*KEEPING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=18799</id>
		<title>Pharmacist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=18799"/>
		<updated>2021-02-02T13:01:20Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: Edited out the forms of medicine administration to make it more informative and up-to-date.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Chemist.png&lt;br /&gt;
|jobtitle = Pharmacist&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = 26 years of age, applicable Masters from accredited school, 2 years Residency at accredited hospital or clinic.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Make medicine and research viruses&lt;br /&gt;
|guides = [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Pharmacist&#039;&#039;&#039; your job is to mix chemicals for the others to use. Your work will be needed mostly by [[Medical Doctor]]s. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned). For more information visit: [https://forums.aurorastation.org/topic/7488-exias-chemistry-tips-and-tricks/| Exia&#039;s Chemistry Tips and Tricks]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You mix and deliver chemicals. That&#039;s it. Some of the time you can do whatever you feel like doing, but for most of the round you&#039;ll be making chemicals for the medical staff.&lt;br /&gt;
&lt;br /&gt;
=== Mental Trauma and Policy ===&lt;br /&gt;
* All characters with a [[Physician|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
===Medical Skills ===&lt;br /&gt;
* Pharmacists do not have a [[Physician|Physician&#039;s]] training, though they may operate the [[Guide_to_Medicine#Sleeper|Sleepers]] and [[Guide_to_Medicine#Cryogenics|Cryogenic Tubes]] to a basic level.&lt;br /&gt;
* Pharmacists are unable to authorize medicinal treatments for patients. They are, however, able to issue chemicals (especially non-medical ones) per direct request, including medicinal chemicals with the approval of the [[Chief_Medical_Officer|CMO]]. They can check Crew records for pre-existing prescriptions and provide them despite this.&lt;br /&gt;
* They are not capable of acting as [[Physician|a Physician]], as such they can only assist [[Medical_Intern|Interns]] and [[Job_Guides#Medical|Trained Physicians]] in emergencies and not act in their place. Despite this, they can be trained in basic first aid.&lt;br /&gt;
* They may assist Medical personnel, but only if the department needs their help.&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
As a pharmacist you&#039;ll either be swamped with requests or have none at all. A good pharmacist revels in finding work for themselves regardless.&lt;br /&gt;
&lt;br /&gt;
=== Useful Chemicals ===&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|right|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you&#039;re new.]]&lt;br /&gt;
* Your first priority: Medication for the doctors.&lt;br /&gt;
** Bicaridine, dermaline, dexalin plus, and dylovene for the four major damage types.&lt;br /&gt;
** Inaprovaline to stabilize critical patients, Inaprovaline also prevents Internal Bleeding from spreading. Epinephrine is a much more potent stabilizer and you will want to create that,too.&lt;br /&gt;
** Alkysine for brain damage, imidazoline for eye damage, Deltamivir for viral infections, Thetamycin for wound infections, ethylredoxrazine for alcohol poisoning, and Tramadol for pain.&lt;br /&gt;
** Upgrade the Cryoxadone in the cryo tubes to clonexadone.&lt;br /&gt;
** Peridaxon is time-consuming to make, but will heal organ damage.&lt;br /&gt;
** Check medical records for prescriptions to fill.&lt;br /&gt;
* The bartender or chef may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Use your judgment. &lt;br /&gt;
* The janitor will want Space Cleaner refills.&lt;br /&gt;
* The gardener will want fertilizer (diethylamine or ammonia).&lt;br /&gt;
* Synthmeat can be manufactured for the kitchen, or as biomass for the cloning equipment.&lt;br /&gt;
&lt;br /&gt;
=== Mixing ===&lt;br /&gt;
You can mix chemicals in a few ways, but the easiest way is to add a beaker to the chemical dispenser and then dispense appropriate amounts of base chemicals. If the mixture is correct, the solution will bubble and you&#039;ll now have a some of your end product.&lt;br /&gt;
&lt;br /&gt;
Mixing directly from other beakers, droppers and syringes also helps if you need a certain amount of each chemical. Just click one holder on another to pour some of the solution.&lt;br /&gt;
&lt;br /&gt;
Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
As a Phamacist, you have access to grenade materials in the sublevel. You can fit two regular beakers in a grenade casing. This means potentially 120 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that&#039;s just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and possibly job banned if you weren&#039;t an antagonist.&lt;br /&gt;
&lt;br /&gt;
==== Building Grenades 101 ====&lt;br /&gt;
#Use a screwdriver on an igniter to make it attachable.&lt;br /&gt;
#Attach the igniter to the timer, or some other triggering device (proximity, signaler, etc.)&lt;br /&gt;
#Screwdriver the Igniter-timer assembly to make it attachable.&lt;br /&gt;
#Attach the assembly to the grenade case.&lt;br /&gt;
#Add your beakers of chemicals, then screwdriver the case again.&lt;br /&gt;
#Using it in your hand opens up a window, where you can set the control mechanism of the grenade.&lt;br /&gt;
Note that the case must be on the ground to do this correctly!&lt;br /&gt;
&lt;br /&gt;
=== Pills, Bottles, Injectors and Inhalers ===&lt;br /&gt;
As a pharmacist, it is important to understand how each chemical is best administered. For example, Dexalin Plus is much stronger when inhaled, compared to when it&#039;s injected. Which means that if you were to put Dexalin Plus in inhalers, you could use less of it for more patients. At the same time, however, the most common way of administering most treatments is injections, and you will be putting most of your chemicals into bottles. This way, the doctors treating the patients can best control the dosage. There are also some chemicals that only work when inhaled, some do not work when ingested but work if injected and inhaled, and so on. It&#039;s important to know these details in order to put the chemicals into the best form for future usage- for example: if you need an alternative to a stomach pump, you should make carbon pills; if you are making pneumalin, which only works when inhaled, then it&#039;s probably best to prepare those inhaler cartridges; adrenaline only works if injected, and it is the emergency tool for restarting hearts, so you probably should put that into autoinjectors; and so on.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Chemistry is one of the most dangerous jobs on the Medical staff, and it&#039;s easy to be a strong Traitor. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus, not the mention for infinite sedative refills. Remember to keep it sane and within the server rules. A bunch of napalm grenades thrown around will not win you any points. &lt;br /&gt;
Like any job in Medical, Pharmacist lends itself to malpractice-style traitoring. &amp;quot;Accidentally&amp;quot; contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical pharmacist (mindbreaker toxin, anyone?). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=18798</id>
		<title>Medical Intern</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Medical_Intern&amp;diff=18798"/>
		<updated>2021-02-02T12:48:50Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: swapped EMT for First Responder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Medical Intern&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]], [[Pharmacist#Virology|Virology]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = 18 years old and enrolled in any medical institute, preferably 25 or older if in residency&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]], probably the rest of medical too&lt;br /&gt;
|duties = Assist Medical, be babysat by the people who know what they&#039;re doing&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
Welcome to the medbay, greenhorn! If you&#039;re in this position then that must mean that you have &#039;&#039;&#039;absolutely no idea&#039;&#039;&#039; what you&#039;re doing! Or maybe you do have a semblance of an idea of what you&#039;re supposed to do, but aren&#039;t comfortable enough to play a fully fledged [[Physician|doctor]] yet. Regardless, the intern role is widely (and rightfully) regarded to be the learner role, so if you do actually know what you&#039;re doing then graduating from this role to what you&#039;d like to play to allow other people to join as the learning role would be the kind thing to do.&lt;br /&gt;
&lt;br /&gt;
It&#039;s worth noting that the intern role is not designed to graduate to the [[Physician]] role specifically; you can shift to attending physician work if you want to, but interning is vague enough to let you intern for whatever you want in medical, really: surgery, emergency medical response, pharmacology... whatever role you want to get into, the intern role will be sure to get you started! Just don&#039;t expect to be able to do the job much without supervision. So what can you do? Well, pretty much anything as long as its within the scope of what you&#039;re trying to learn; obviously you wouldn&#039;t know a thing about how to operate the chemistry equipment if you&#039;re interning to be a [[Emergency Medical Technician|First Responder]], and you probably shouldn&#039;t concern yourself with that anyway unless you&#039;re interning to be a chemist. For obvious reasons, interning for one position and learning everything about it, only to 180 and decide to intern for another position in order to obtain medical omniscience would be pretty frikkin&#039; weird. Don&#039;t do that. Below is a list of things you can do (assuming you were taught) depending on what you&#039;re interning for:&lt;br /&gt;
*&#039;&#039;&#039;Interning to become a [[Physician]]:&#039;&#039;&#039; Triage, using syringes/hyposprays, operating IV drips, first aid, medical diagnostics (health analyzer and body scanner use), sleeper and cryotube operation, etc.&lt;br /&gt;
*&#039;&#039;&#039;Interning to become a [[Surgeon]]:&#039;&#039;&#039; No, you don&#039;t have to be a [[Physician]] before transitioning to this role... if you aren&#039;t some 18 year old at least. You can do pretty much everything a Physician can, and you can do [[Surgery|surgery]].&lt;br /&gt;
*&#039;&#039;&#039;Interning to become a [[Pharmacist]]:&#039;&#039;&#039; Chemistry dispenser and ChemMaster operation, first aid (if you&#039;re certified).&lt;br /&gt;
*&#039;&#039;&#039;Interning to become an [[Emergency Medical Technician|First Responder]]:&#039;&#039;&#039; Triage, using hyposprays, first aid, health analyzer use, sleeper operation.&lt;br /&gt;
If anyone asks, interning to become an attending physician/surgeon is usually considered &amp;quot;residency&amp;quot;. In other words, if you&#039;re working on becoming a cool medical doctor dude, then it&#039;s safe to say that you&#039;re a medical resident.&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=18796</id>
		<title>Physician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=18796"/>
		<updated>2021-02-02T12:45:39Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: removed the oath lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Physician&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 25 years of age, applicable MD from an accredited school and a completed 2 year of residency.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Keep the crew healthy, save lives.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Physician&#039;&#039;&#039; as a role is an extremely important one. If you know what you&#039;re doing, as a Physician you &#039;&#039;will&#039;&#039; save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Physicians are the only ones with the tools and the in character experience to save them, Physicians tend to make a lot of friends.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You start with an advanced first-aid kit and a health analyzer. You main work will be in the &#039;&#039;&#039;Medbay&#039;&#039;&#039;, where there are spares, vending machines with more supplies, and more specialized kits. You have some standard medication in the Medical Supplies room, though you should ask &#039;&#039;&#039;Chemistry&#039;&#039;&#039; for some more specialized ones.&lt;br /&gt;
&lt;br /&gt;
=== General Procedure ===&lt;br /&gt;
&lt;br /&gt;
==== Stay In Your Lane! ====&lt;br /&gt;
&lt;br /&gt;
As a regular physician you do general treatments and give scheduled exams to the crew. Remember that you should NOT be performing the jobs of the specialized alt-titles. You are qualified to fill in for these roles if they are empty, but it is detrimental to medical&#039;s flow if you walk all over your co-workers trying to do everything else. If you have a paramedic, try to rely on them to bring in the wounded. If you have an Emergency Medical Physician, rely on them to stabilize the patient before they hand them off to you to follow up with treatment. If you have a surgeon, &#039;&#039;&#039;DON&#039;T&#039;&#039;&#039; do surgery.&lt;br /&gt;
&lt;br /&gt;
==== Handling Patients ====&lt;br /&gt;
&lt;br /&gt;
You can diagnose injuries with the help of a [[Guide_to_Medicine#Health_Analyzer|health analyzer]], which you helpfully spawn with. Your PDA can also do a limited health readout.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;NEED&#039;&#039;&#039; to work with the rest of your team in medical to keep things running smoothly.&lt;br /&gt;
&lt;br /&gt;
In terms of your equipment, the general rule is that chemical treatment works at all health levels, whereas physical treatments have limits where they become ineffective. Rolls of gauze and ointment are for minor injuries, and so only work if the brute or burn damage total less than 50 HP. Advanced Trauma and Burn kits are more effective, and so work all the way to 0 HP. Beyond that, more advanced treatment is needed.&lt;br /&gt;
&lt;br /&gt;
Health runs from 100% to -100%, and it&#039;s your job to make sure it doesn&#039;t hit the bottom end. Below are the main types of damages and treatments. See the [[Guide to Medicine]] for a more detailed overview.&lt;br /&gt;
&lt;br /&gt;
== The Four Basic Damage Types ==&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
Whether it&#039;s from fists, bullets, or a kitchen knife, it&#039;s classified as Brute Damage. Brute Damage is inevitably the most common form of damage, and is easily treated.&lt;br /&gt;
&lt;br /&gt;
There are two types of brute damage, bruises and wounds. Bruises are caused by blunt objects.They add to a persons brute damage, but unless particularly severe, they do not cause bleeding.&lt;br /&gt;
&lt;br /&gt;
Wounds and cuts are caused by sharp objects, and cause bleeding, which can only be stopped with medical treatment.&lt;br /&gt;
&lt;br /&gt;
If the patient is not in life-threatening danger, simply have them tell you where they were hit, use the body scanner in Medbay, or get them to strip off their jumpsuit and examine so you can see where. Apply gauze (for minor damage) or advanced trauma kits (for major damage) to affected areas and send them on their way.&lt;br /&gt;
&lt;br /&gt;
Brute Damage takes the form of big red streaks, or blue-purple-red messes. Apply gauze or advanced trauma kits in those areas, inject with Tricordrazine or, in cases of a helpful [[Chemist]] and extreme damage, Bicaridine.&lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
The second type of damage is Burn Damage. This is caused by fires and blisteringly high or low temperatures, such as fire or space. &lt;br /&gt;
&lt;br /&gt;
Burns work similar to wounds. Apply ointment or advanced burn kits to the affected area to heal it, or give them a kelotane pill. Chemicals take a few seconds to work, so don&#039;t waste supplies. For severe burns, give them Dermaline (a Chemist will be needed).&lt;br /&gt;
&lt;br /&gt;
Burn Damage appears as grey streaks on a person&#039;s body, or you can use the various scanners to tell location, so apply ointment in those areas (usually the chest area).&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
Toxin Damage is the third kind of damage and is relatively uncommon.&lt;br /&gt;
&lt;br /&gt;
Be it from a the aptly named toxin bottle, medicine overdoses, soporific, or radiation, Toxin Damage has no visible form, so can only be recognized via analyzing. &lt;br /&gt;
&lt;br /&gt;
Inject with Dylovene, or give them Dylovene pills. This also shortens the time needed to wake someone up from Soporific or Chloral Hydrate.&lt;br /&gt;
&lt;br /&gt;
=== Suffocation Damage ===&lt;br /&gt;
The last main kind of damage often occurs when a patient is in critical health (-50% Health), and is usually accompanied by a another type of damage. &lt;br /&gt;
&lt;br /&gt;
Suffocation can be cured using Dexalin, Dexalin Plus, or plain fresh air (if the patient is not critical). If the patient is in critical condition, then heal the other damage, and the suffocation should recover naturally. CPR also recovers suffocation damage slowly if the patient is in critical (click on them with an empty hand with the help intent).&lt;br /&gt;
&lt;br /&gt;
Inaprovaline halts Suffocation damage, but only when in Critical.&lt;br /&gt;
&lt;br /&gt;
== Uncommon Conditions ==&lt;br /&gt;
Other more unique damages and treatments can be found on the [[Guide to Medicine]].&lt;br /&gt;
&lt;br /&gt;
Genetic diseases can be cured by Ryetalyn.&lt;br /&gt;
&lt;br /&gt;
Give your infected patients [[Guide_to_Chemistry#Anti_Microbials|antimicrobials]] to slow the spread and keep them isolated. Wearing gloves and a sterile mask helps to stop anyone else getting infected.&lt;br /&gt;
&lt;br /&gt;
=== Blood Loss ===&lt;br /&gt;
&#039;&#039;See Also: [[Guide_to_Medicine#Low_Blood_Count|A More Detailed Guide on Blood Loss]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Living things have blood. Blood is quite important for them to keep living. Cuts and loss of limbs will cause various amounts of bleeding, which require rolls of gauze or advanced trauma kits to stop.&lt;br /&gt;
&lt;br /&gt;
Blood level can be found on the health analyser read out with warnings when levels get too low. Loss of blood can cause fainting or paleness of skin. Blood can either be injected from a donor, or a donor pack can be placed in an IV Drip and connected to the patient.  &lt;br /&gt;
&lt;br /&gt;
If you&#039;re unsure what blood type to use or the blood type of a patient, O- can be given to anyone.  There is a limited supply, so only use it if absolutely necessary. For a more detailed compatibility list, read below.&lt;br /&gt;
&lt;br /&gt;
==== Compatible Blood Types ====&lt;br /&gt;
&lt;br /&gt;
When choosing a blood pack, find the patient&#039;s [[Guide_to_Character_Records|medical records]] either on the Patient Records computer in the lobby, or the &amp;quot;Patient Records&amp;quot; function on your PDA.  As a quick reminder, A, B and + are types of markers on blood, O and - indicate a lack of said markers.  Don&#039;t give someone markers they don&#039;t already have or they&#039;ll die.  If that doesn&#039;t make sense to you, read the next section for a chart on compatible blood types.&lt;br /&gt;
&lt;br /&gt;
If there is no O-negative blood available, and no precise blood type match as an alternative, look for a replacement by these rules:&lt;br /&gt;
* &#039;&#039;&#039;Negative&#039;&#039;&#039; can take &#039;&#039;&#039;only negative&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; types can take &#039;&#039;&#039;O&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; can take &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; can take &#039;&#039;&#039;B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; can take &#039;&#039;&#039;A and B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;O&#039;&#039;&#039; can take &#039;&#039;&#039;only O&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Blood Compatibility Chart&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Receiver&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; |Donor&lt;br /&gt;
|-&lt;br /&gt;
!O-&lt;br /&gt;
!O+&lt;br /&gt;
!B-&lt;br /&gt;
!B+&lt;br /&gt;
!A-&lt;br /&gt;
!A+&lt;br /&gt;
!AB-&lt;br /&gt;
!AB+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AB+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
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| +&lt;br /&gt;
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| +&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AB-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
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| +&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
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|&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
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|-&lt;br /&gt;
|&#039;&#039;&#039;B+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
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|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;B-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;O+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;O-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shock and Critical Condition ===&lt;br /&gt;
There are three type of medical states. The first is &#039;shock&#039;, which is the least dangerous of the three. If someone takes enough damage from each damage type, they may go into shock. This causes stammering and slow movement, and eventually collapsing and loss of consciousness. This can be cured by dealing with all the other types of damage, or temporarily by using tramadol.&lt;br /&gt;
&lt;br /&gt;
The second is known as &#039;soft critical&#039;. When someone is below 0% health (having taken more than 100 points of damage), they will suffer shock until they are above 0% health.&lt;br /&gt;
&lt;br /&gt;
The third is known as &#039;critical&#039; and occurs at -50% health (more than 150 points of damage). At this point, the patient will go unconscious, stop breathing, and take suffocation damage. This can be stopped with Inaprovaline or CPR. Chemical or Cryo treatment is usually necessary at this stage.&lt;br /&gt;
&lt;br /&gt;
=== Mental Trauma and Policy ===&lt;br /&gt;
* All characters with a [[Physician|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
&lt;br /&gt;
== Surgery ==&lt;br /&gt;
Surgery should not be performed by physicians unless no surgeon or CMO is available. Please see the [[Surgeon]] role here.&lt;br /&gt;
&lt;br /&gt;
A guide to surgery is [[Surgery|here]].&lt;br /&gt;
&lt;br /&gt;
=== The Levels of Surgery You Can Do ===&lt;br /&gt;
&lt;br /&gt;
==== Basic Surgery ====&lt;br /&gt;
These are able to be performed by Emergency Physicians, Physicians, or a Surgeon.&lt;br /&gt;
*Bone repair&lt;br /&gt;
*Amputation&lt;br /&gt;
*Shrapnel and Implant Removal&lt;br /&gt;
&lt;br /&gt;
==== Advanced Surgery ====&lt;br /&gt;
These can be performed by Surgeons and some Physicians.&lt;br /&gt;
*Organs in the chest and lower body.&lt;br /&gt;
*Internal Bleeding&lt;br /&gt;
*Autopsy&lt;br /&gt;
*Hardsuit Removal&lt;br /&gt;
&lt;br /&gt;
==== Specialized Surgeries ====&lt;br /&gt;
&lt;br /&gt;
These can ONLY be performed by a surgeon or the Chief Medical Officer. Performing these surgeries as anyone else may get you bwoinked.&lt;br /&gt;
&lt;br /&gt;
*Brain surgery&lt;br /&gt;
*Eye surgery&lt;br /&gt;
*Facial Reconstruction&lt;br /&gt;
*Limb replacement (not robotic limbs)&lt;br /&gt;
*Cavity surgery&lt;br /&gt;
*Organ removal/transplantation&lt;br /&gt;
*Necrotic Limb repair&lt;br /&gt;
*Extracting organs from detached body parts&lt;br /&gt;
&lt;br /&gt;
==Modern Miracles==&lt;br /&gt;
=== Cryogenics ===&lt;br /&gt;
Setting up Cryogenics is easy and simple.&lt;br /&gt;
&lt;br /&gt;
Firstly, ensure the O2 canisters are connected to the ports. There&#039;s a wrench nearby to do this. Secondly, fill the tubes with Cryoxadone - beakers should be on the table. Then set the freezer to the minimum to start cooling the chamber down.&lt;br /&gt;
&lt;br /&gt;
In order to use it for a patient, take off any temperature suits that have (RIG, Spacesuits, void suits, fire suits, etc.), grab them and put them in the cryo tube. Then turn it on and wait. You can monitor the patients vitals from outside. It&#039;s a smart idea to strip them down to their jumpsuit since this will allow cryo to cool them faster. Remember to eject them when they&#039;re better.&lt;br /&gt;
&lt;br /&gt;
=== Medibots ===&lt;br /&gt;
Medibots no longer magically synthesize Tricordrazine, so you have to fill them for them to do any good.&lt;br /&gt;
&lt;br /&gt;
Using your ID, you can alter their settings and fill them with a beaker of your choice.&lt;br /&gt;
&lt;br /&gt;
As a traitor you can fill him with a beaker of Polytrinic Acid, or even Emag him. Once Emagged, the delightful little medibot buzzes around injecting everyone and everything with not-so-helpful chemicals.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
There is so many wonderfully terrible things you can do. See that sleepy pen item? Guess what, when people get stabbed with those, they drag them to med bay to be &amp;quot;doctored&amp;quot; by you and other people. You can then take them some place private in Medbay, and take what you want or go for malpractice to end them. You can hide victims by putting little notes by morgue trays saying &amp;quot;This man has been cyborged&amp;quot; and no one will bat an eye at why they are naked, and why they are there. Usually.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
* You most likely have a decent knowledge of people and medicines. Use it to help people.&lt;br /&gt;
* Feel free to play a nice guy, or the next House. Just make sure people get healed, it&#039;s what you&#039;re there for after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=18795</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=18795"/>
		<updated>2021-02-02T12:39:07Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=READ THIS FIRST=&lt;br /&gt;
The chart that shows what surgeries each role is qualified to perform. ===&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:surgery_chart_50.png|link=]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of surgical instruments in the Operating Theatre, along with an operating table. In general, only [[Roboticist]]s, [[Physician]]s, [[Surgeon]]s, and the [[Chief Medical Officer]] (if qualified) can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming the patient.&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player with grab intent to put them in an aggressive grab and click on a table. Be sure to tell them to rest, otherwise they might automatically get back up mid-procedure. Note that you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
===NOTE ABOUT GHETTO SURGERY===&lt;br /&gt;
Performing this as a crew member and a non-antagonist one (unless the situation really calls for it. If you have any questions, you&#039;re free to ahelp it) might possibly lead to action being taken against you by the internal security team or IAA, which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
==Surgical Tools==&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.png]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] Incision Management System&lt;br /&gt;
* [[File:Laserscalp.png]] Laser scalpel&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Taperoll.png]] Tape Roll&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. This isn&#039;t actually mechanically enforced, but your co-workers are going to be really disappointed if you don&#039;t follow basic sanitary rules during surgery!&lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the patient to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the patient and click on the operating table to lay them down on it. Alternatively, ask them to lie down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] a tank of sleeping agent.&lt;br /&gt;
# Clickdrag their body onto yours to view their inventory. With the medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the sleeping agent in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
#*You may need to clickdrag their body onto yours again to refresh the window to actually see the option to enable their internals.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Surgery List=&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] IMS if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] Laser Scalpel.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to create an incision.&lt;br /&gt;
#*If the patient is [[Vaurca_Hives|Vaurca]], use the [[File:Drill.png]] &#039;&#039;&#039;drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For internal work in &#039;&#039;&#039;chest and skull only&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to move the bone aside.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Laserscalp.png]] Laser Scalpel - Level 1 75%, Level 2 85%, Level 3 95%, energy sword 5%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
If you had to use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; earlier (&#039;&#039;&#039;chest/head&#039;&#039;&#039;):&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend their ribcage/skull &#039;&#039;unless&#039;&#039; the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
Then, after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Ensure the target limb doesn&#039;t have over 30 brute damage (15 for hands and feet), otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
#* If you are fixing broken bones in the head or chest, apply a second smearing of [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to set the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Plastic Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The altering and repair of a patient&#039;s face.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to begin fixing vocal cords if needed&#039; otherwise begin the process of fixing any other facial deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SHELL IPC&#039;S ONLY BELOW!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# [[File:Multitool.png]] &#039;&#039;&#039;multi-tool&#039;&#039;&#039; to begin fixing synth voice box if needed&#039; otherwise begin the process of fixing any other synthskin deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Tactical Knife 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Arterial Bleeding and Severed Tendon Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and tendons.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
# (Optional) Conduct &#039;&#039;&#039;Bone Repair&#039;&#039;&#039; on the parent body.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Saw.png]] Circular Saw - Hatchet 55%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;Amputation&#039;&#039;&#039;.&lt;br /&gt;
# Attach the desired limb, whether it&#039;s the patient&#039;s or a robotic limb.&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;For organic limbs, be ready to inject Thetamycin as the replacement limb is surely infected.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending organ damage. Yes, even brain damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced trauma kit&#039;&#039;&#039; for organic organs.&lt;br /&gt;
#* [[File:Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; for synthetic organs.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use the &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend the cavity wall.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of organs. This also applies to Prosthetic organs, and K&#039;ois.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/lungs, groin for appendix/kidney/liver)&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REMOVING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPLANTING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Click the patient with the organ you intent to transplant.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# Administer an [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. &#039;&#039;Do not&#039;&#039; transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Additionally, K&#039;ois is located in the chest. Black K&#039;ois is located in the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb necrosis mostly caused by septic infections. &#039;&#039;&#039;NOT necrotic organ repair.&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic area in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic limb.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Pre-Cyborgification Procedure==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Preparing a brain for cyborgification. This ain&#039;t rocket surgery!&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the head.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill away the relevant parts of the brain.&lt;br /&gt;
*REMOVING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Organ_Removal.2FTransplantation|Organ Removal/Transplantation]]&#039;&#039;&#039;.&lt;br /&gt;
*KEEPING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Surgery_chart_50.png&amp;diff=18797</id>
		<title>File:Surgery chart 50.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Surgery_chart_50.png&amp;diff=18797"/>
		<updated>2021-02-02T12:38:09Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: Surgery chart but smaller&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Surgery chart but smaller&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=18790</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=18790"/>
		<updated>2021-02-02T12:29:39Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: oops fucked up the coagzolug link. fixed now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = Paramedic.png&lt;br /&gt;
|jobtitle = Emergency Medical Technician&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, EVA, Maintenance, External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = Must be least 22 years of age with an EMT certification.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Recover and safely deliver injured crew to Medbay, work against the clock.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;First Responder&#039;&#039;&#039; plays an extremely important role on board the station. Primarily tasked with reaching injured crew members far from medbay, every second counts and every action or inaction means the difference between life and death. First Responders are trained in the medical field, but are not doctors thus they cannot perform surgeries or advanced diagnoses. They&#039;re trained in detecting and fixing, most of the time partially, symptoms found on the field, and in the art of triage.&lt;br /&gt;
&lt;br /&gt;
=Getting Set Up=&lt;br /&gt;
A large part of the emergency response life is having all bases covered and prepared before an actual call because once you get it, there is little to no time to fetch any missing medicine. A good med tech must be able to stabilize a patient on the field, and reduce any damage to his body, whatever the type. A good First Responder must also be able to reach all corners of the station as soon as possible, regardless of its condition. This is why it is advised that the following (most of which is typically found in NanoMed vendors) is always on hand:&lt;br /&gt;
&lt;br /&gt;
*[[File:MedGlasses.png]] A &#039;&#039;&#039;Medical HUD&#039;&#039;&#039; to check records and patient physical condition on the go.&lt;br /&gt;
*[[File:LGloves.png]] A pair of &#039;&#039;&#039;Latex Gloves&#039;&#039;&#039; to prevent spreading infection. Nitrile works too.&lt;br /&gt;
*[[File:Sterilemask.png]] A &#039;&#039;&#039;Sterile Mask&#039;&#039;&#039; to avoid catching something.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Guide_to_Medicine#Health_Analyzer|health analyzer]]&lt;br /&gt;
*[[File:Traumakit.png]] &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039; to treat brute damage and open wounds.&lt;br /&gt;
*[[File:Burnkit.png]]  &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039; to treat burns and prevent infections. &lt;br /&gt;
*[[File:Rescuesuit.png]] A [[Hardsuit_Operation#Rescue_Hardsuit|Rescue Hardsuit]]. This is your primary means of [[Guide to EVA|EVA]] travel. It comes equipped with many modules, of which can be the difference between life and death for you or your patients.&lt;br /&gt;
*[[File:Medical_Hardsuit.png]] A &#039;&#039;&#039;Medical Voidsuit&#039;&#039;&#039;, since there are two EMT slots and only one rescue hardsuit, have one of these at the ready in case you are working alongside a buddy, or for whatever reason your Hardsuit is unavailable. It is wise to store your Voidsuit in medical, to save the trip to EVA; or incase the trip is impossible.&lt;br /&gt;
*[[File:Splint.png]] A &#039;&#039;&#039;Splint&#039;&#039;&#039; to secure fractures before moving a patient.&lt;br /&gt;
*[[File:Syringes.png]] &#039;&#039;&#039;Inaprovaline bottles&#039;&#039;&#039; to prevent further deterioration of a critical patient. Inaprovaline does many amazing things, including slowing down all bleeding.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dylovene&#039;&#039;&#039; bottles or pills, to treat the liver if it&#039;s been damaged by toxins.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dermaline&#039;&#039;&#039; bottles or pills, to treat burn damage. &lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dexalin&#039;&#039;&#039; inhalers, to treat hypoxia.&lt;br /&gt;
*[[File:Rollerbed.png]] A &#039;&#039;&#039;Roller bed&#039;&#039;&#039; to quickly transport patients unable to walk.&lt;br /&gt;
*[[File:Body_Bag.png]] A &#039;&#039;&#039;body bag&#039;&#039;&#039; to transport dead patients to the medbay.&lt;br /&gt;
*[[File:Body_Bag.png]] A &#039;&#039;&#039;stasis bag&#039;&#039;&#039; to transport critical patients, or ones bleeding arterially, to the medbay.&lt;br /&gt;
*[[Guide to Chemistry#Mortaphenyl|An effective painkiller]] like Mortaphenyl. Patients in extreme pain are likely to faint, or even cause pain shock, leading to their heart stopping. Both situations result in the patient being unable to communicate with you, which is detrimental to the diagnostic process. You have mortaphenyl pills in your locker.&lt;br /&gt;
*[[Guide to Chemistry#Coagzolug|Coagzolug]] is an important chemical for slowing down bleeding. You have Coagzolug autoinjectors in the lockers of your Quarters. Always carry one on your person!&lt;br /&gt;
&lt;br /&gt;
=Responding to an Emergency=&lt;br /&gt;
Now that you&#039;re all prepped and ready, it&#039;s only a waiting game until your first emergency arises. Whether by monitoring suit sensors or a radio call, you&#039;ll hopefully have a name and a place, and maybe even a glance at what the issue is. Rush to the place as soon as you can, making sure you&#039;re equipped with your voidsuit or hardsuit if the area is atmospherically tumultuous. Once on scene you will need to stabilize your patient before moving him/her to medbay, depending on the state he is in.&lt;br /&gt;
&lt;br /&gt;
==Non-Critical Patient==&lt;br /&gt;
If the call you&#039;ve responded to is non-critical (the patient is fully conscious, not bleeding internally, not vomiting, brain activity 100%, etc.) then all you need to do is diagnose the specific problem and administer the necessary medicine on the field. It is advised, however, to bring the patient back to the medbay for a more thorough check. Nonetheless, you will find yourself performing several of the steps found in the next section but with much less urgency, which means less medicine used on the patient which can be treated in the medbay.&lt;br /&gt;
&lt;br /&gt;
==Critical Patients==&lt;br /&gt;
Dealing with critical patients is a bit more tricky. More likely than not you&#039;ll find critical patients (brain activity below 100%) are unconscious, or otherwise unable to communicate. This will make finding the exact cause of the problem a bit harder in the field, which would require you transport the patient to the medical bay post-haste. But before that, a series of steps are required to make sure your patient doesn&#039;t die on the way. The steps are listed in order of importance.&lt;br /&gt;
*Administer Inaprovaline to the critical patient, to make sure his situation doesn&#039;t worsen.&lt;br /&gt;
*If the patient is bleeding, apply the trauma kit to the affected area as soon as possible to stop the bleeding.&lt;br /&gt;
*If the patient is bleeding internally, use your Coagzolug autoinjector.&lt;br /&gt;
*If the patient is suffocating due to bad atmosphere, inject Dexalin and setup their internals if the trip back involves a lot of depressurized areas.&lt;br /&gt;
*Treat any remaining burn, brute or toxin damage with the application of advanced kits or pills, to further improve the state of the patient.&lt;br /&gt;
*Administer Mortaphenyl if the patient is suffering from pain-causing symptoms, like fractures, burns or brute damage. Patients in shock are less communicative, which will hamper your efforts.&lt;br /&gt;
*Finally, unless your patient&#039;s condition would make running to medbay right this instant a life or death endeavor, splint any fractures before strapping your patient to the roller bed and rolling away.&lt;br /&gt;
While transporting the patient, make sure to ask him/her how he&#039;s feeling. Don&#039;t let the effort went into stabilizing the patient go to waste, throwing away the advantage of having a perfectly responsive patient.&lt;br /&gt;
&lt;br /&gt;
On arrival, make sure you brief any doctor that will handle your patient on what you did, and whatever his symptoms were. Remember that ICly, doctors shouldn&#039;t give out treatment lightly, and failing to inform the doctor taking over of past steps might have him repeat the treatment, which might lead to an overdose.&lt;br /&gt;
&lt;br /&gt;
==What to Do When Out of Emergencies==&lt;br /&gt;
EMTs, being non-doctors trained in the medical field, can assume other roles around the medbay to make MD&#039;s lives easier and improve overall efficiency of the medical bay.&lt;br /&gt;
*Help move patients from one branch of the medbay to another.&lt;br /&gt;
*Monitor the reception area, monitor suit sensors.&lt;br /&gt;
*Handle [[Guide_to_Medicine#Triage|triage]], stabilizing patients who were left waiting.&lt;br /&gt;
*Check up on patients who were given a bed.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
As an EMT, you get all the perks Medical Doctors get when traitoring, from deliberate malpractice to using your medicines of good for plots of evil. But one added perk is that, as an EMT, you&#039;re usually the only medically trained person to first reach a dying patient outside the medbay walls. That can be used to your advantage: frantically dragging off a bleeding body is part of your job, and in no way suspicious.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
*Remember that EMTs are not MDs. Keep that in mind, and use it to give an interesting edge to your character. Think like an EMT would, not a doctor. Asking questions a doctor would consider &#039;silly&#039; is perfectly fine for you.&lt;br /&gt;
*EMTs are trained on urgency, speed and that every second counts, unlike the MDs who had to spend over a decade studying to start practicing. That contract between your coworkers and you can be used to enhance RP.&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=18791</id>
		<title>Surgery</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgery&amp;diff=18791"/>
		<updated>2021-02-02T12:21:04Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: Added the surgery chart to remove any confusion there would be about what role can do what.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=[[READ THIS FIRST]]=&lt;br /&gt;
The chart that shows what surgeries each role is qualified to perform. ===&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Surgery_Chart.png|link=]]&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=A Guide to Surgery In General=&lt;br /&gt;
All surgery requires the set of surgical instruments in the Operating Theatre, along with an operating table. In general, only [[Roboticist]]s, [[Physician]]s, [[Surgeon]]s, and the [[Chief Medical Officer]] (if qualified) can (ICly) perform advanced surgery. Remember to let each step complete fully, else you risk harming the patient.&lt;br /&gt;
&lt;br /&gt;
===Ghetto Surgery===&lt;br /&gt;
If you can&#039;t find an operating table, have no fear, there are other ways to fix people up. Any table will work! Click twice on a player with grab intent to put them in an aggressive grab and click on a table. Be sure to tell them to rest, otherwise they might automatically get back up mid-procedure. Note that you have a 1/3 chance per step to make a mistake and injure the patient rather than advancing the procedure. While tables are more available anywhere metal is on hand, deploying the patient on a roller bed is preferable with only a 1/4 chance to fail.&lt;br /&gt;
&lt;br /&gt;
===NOTE ABOUT GHETTO SURGERY===&lt;br /&gt;
Performing this as a crew member and a non-antagonist one (unless the situation really calls for it. If you have any questions, you&#039;re free to ahelp it) might possibly lead to action being taken against you by the internal security team or IAA, which would result in your character in being &#039;fired&#039; or disciplined.&lt;br /&gt;
&lt;br /&gt;
==Surgical Tools==&lt;br /&gt;
Surgical tools are very hard to get and it is best to keep them in the operating theatre. However, if the worst happens and some tools disappear, you can order more in a surgery crate from cargo, and most can be made with an autolathe.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;The following are the standard surgical tools most doctors will need:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Standard Tools:&lt;br /&gt;
* [[File:Scalpel.png]] Scalpel&lt;br /&gt;
* [[File:Hemostat.png]] Hemostat&lt;br /&gt;
* [[File:Retractor.png]] Retractors&lt;br /&gt;
* [[File:Saw.png]] Circular saw&lt;br /&gt;
* [[File:Cautery.png]] Cautery&lt;br /&gt;
* [[File:Bone gel.png]] Bone gel&lt;br /&gt;
* [[File:Bone setter.png]] Bone setter&lt;br /&gt;
* [[File:Drill.png]] Surgical drill&lt;br /&gt;
* [[File:BreathingMask.png]] Medical mask&lt;br /&gt;
* [[File:Anesthetics.png]] Anesthetic tank&lt;br /&gt;
* [[File:Autopsy scanner.png]] Autopsy scanner&lt;br /&gt;
* [[File:Sterilemask.png]] Sterile mask&lt;br /&gt;
* [[File:LGloves.png]] Latex gloves&lt;br /&gt;
* [[File:Traumakit.png]] Advanced trauma kit&lt;br /&gt;
* [[File:Nanopaste.png]] Nanopaste&lt;br /&gt;
* [[File:MMI empty.png]] MMI&lt;br /&gt;
Advanced Tools:&lt;br /&gt;
* [[File:Scalpmanager.png]] Incision Management System&lt;br /&gt;
* [[File:Laserscalp.png]] Laser scalpel&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ghetto surgical tools:&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
*[[File:CableCoils.png]] Cable Coil&lt;br /&gt;
*[[File:GlassShard.png]] Glass Shard&lt;br /&gt;
*[[File:Wirecutters.png]] Wirecutters&lt;br /&gt;
*[[File:Crowbar.png]] Crowbar&lt;br /&gt;
*[[File:Welderon.gif]] Welding Tool&lt;br /&gt;
*[[File:Taperoll.png]] Tape Roll&lt;br /&gt;
*[[File:Mousetrap.png]] Mousetrap&lt;br /&gt;
*[[File:Fork.png]] Fork&lt;br /&gt;
*[[File:Cigarette.gif]] Cigarette&lt;br /&gt;
*[[File:Lighter.png]] Lighter&lt;br /&gt;
*[[File:Rods.png]] Metal Rods&lt;br /&gt;
*[[File:Wrench.png]] Wrench&lt;br /&gt;
*[[File:Knife.png]] Kitchen Knife&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
Wear gloves and wash your hands before every surgery. Failure to do so will result in giving your patient an infection which, if left untreated, can be deadly. This isn&#039;t actually mechanically enforced, but your co-workers are going to be really disappointed if you don&#039;t follow basic sanitary rules during surgery!&lt;br /&gt;
&lt;br /&gt;
==Prepping for Surgery==&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;i&amp;gt;Please ensure that your patients are properly diagnosed and scanned before starting the operation, and that all medications and personnel needed for the procedure have been prepared.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Find a suitable [[File:OpTable.gif]] operating table, unless you&#039;re willing to risk [[Surgery#Ghetto_Surgery|Ghetto Surgery]].&lt;br /&gt;
# Make sure you&#039;re wearing [[File:LGloves.png]] latex gloves and a [[File:Sterilemask.png]] sterile mask.&lt;br /&gt;
# Ask the patient to strip, or clickdrag them onto your body and click on all of their items to remove them.&lt;br /&gt;
# [[File:Grab.png]] Grab the patient and click on the operating table to lay them down on it. Alternatively, ask them to lie down on it.&lt;br /&gt;
# Check the [[File:Crewmonitor.gif]] Operating Computer to ensure the patient is positioned properly; if the monitor does not show the patient&#039;s vitals, the surgery will not work.&lt;br /&gt;
# Pick up a [[File:BreathingMask.png]] medical mask and [[File:Anesthetics.png]] a tank of sleeping agent.&lt;br /&gt;
# Clickdrag their body onto yours to view their inventory. With the medical mask in your right hand, click on the &amp;quot;Nothing&amp;quot; link at the top beside &amp;quot;Head (Mask)&amp;quot;. In a few seconds, you will equip them with the medical mask. &lt;br /&gt;
# Place the sleeping agent in your right hand, then click the &amp;quot;Nothing&amp;quot; link in their inventory window beside &amp;quot;Back&amp;quot; to equip it on their back.&lt;br /&gt;
# A new link will appear beside the sleeping agent called &amp;quot;Set internals&amp;quot;. Click on it to turn on the gas. It will force them asleep in about 5 seconds. You are now ready to proceed with surgery.&lt;br /&gt;
#*You may need to clickdrag their body onto yours again to refresh the window to actually see the option to enable their internals.&lt;br /&gt;
# Make sure you&#039;re set on the [[File:Help.png]] Help intent.&lt;br /&gt;
# Use a &#039;&#039;&#039;sink&#039;&#039;&#039; to wash your hands. Unclean hands can result in an infected wound. This is treatable with ointment.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;font color=red&amp;gt;NOTE: If anyone is pulling on the patient, the surgery will not work properly! Make sure no one is pulling the patient!&amp;lt;/font&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Surgery List=&lt;br /&gt;
There are many different types of surgeries out there to perform. Sometimes it will be necessary to have the patient hooked up to an IV or someone on standby to inject medications during the procedure. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Opening a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The first steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;NOTE:&#039;&#039;&#039; Steps 3-5 can be replaced with one use of an [[File:Scalpmanager.png]] IMS if one is available to you. Steps 3 and 4 can be replaced with one use of a [[File:Laserscalp.png]] Laser Scalpel.&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to create an incision.&lt;br /&gt;
#*If the patient is [[Vaurca_Hives|Vaurca]], use the [[File:Drill.png]] &#039;&#039;&#039;drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to stop any potential bleeding.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to lift up the skin.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
For internal work in &#039;&#039;&#039;chest and skull only&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; to cut through the bone.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to move the bone aside.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 50%, glass shard 20%&lt;br /&gt;
*[[File:Laserscalp.png]] Laser Scalpel - Level 1 75%, Level 2 85%, Level 3 95%, energy sword 5%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Cable coil 75%, mousetrap 20%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%, fork 50%&lt;br /&gt;
*[[File:Saw.png]] Surgical Saw - Hatchet 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Closing a Surgical Site==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The final steps of most surgeries.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
#Aim for the location in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
If you had to use the [[File:Saw.png]] &#039;&#039;&#039;bone saw&#039;&#039;&#039; earlier (&#039;&#039;&#039;chest/head&#039;&#039;&#039;):&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to put the bones back into place.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to mend their ribcage/skull &#039;&#039;unless&#039;&#039; the bone was fractured during the sawing phase, in which case, conduct [[Surgery#Bone_Repair|bone repair]] before continuing.&lt;br /&gt;
Then, after the above (or if it was not required):&lt;br /&gt;
# Use the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to seal the incision.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Crowbar 75%&lt;br /&gt;
*[[File:Bone_gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Bone Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The mending of broken bones and fractures&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Ensure the target limb doesn&#039;t have over 30 brute damage (15 for hands and feet), otherwise the bone will break again.&lt;br /&gt;
# Apply [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039; to the broken bone.&lt;br /&gt;
#* If you are fixing broken bones in the head or chest, apply a second smearing of [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Bone setter.png]] &#039;&#039;&#039;bone setter&#039;&#039;&#039; to set the bone in place.&lt;br /&gt;
# Apply more [[File:Bone gel.png]] &#039;&#039;&#039;bone gel&#039;&#039;&#039;.&lt;br /&gt;
# Perform &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Bone gel.png]] Bone Gel - Tape Roll 60%&lt;br /&gt;
*[[File:Bone setter.png]] Bone Setter - Wrench 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Plastic Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;The altering and repair of a patient&#039;s face.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to begin fixing vocal cords if needed&#039; otherwise begin the process of fixing any other facial deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;SHELL IPC&#039;S ONLY BELOW!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Aim for the patient&#039;s mouth - &#039;&#039;&#039;not head&#039;&#039;&#039; - in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Retractor.png]] &#039;&#039;&#039;retractors&#039;&#039;&#039; to retract the skin, preparing the patients face&lt;br /&gt;
# [[File:Multitool.png]] &#039;&#039;&#039;multi-tool&#039;&#039;&#039; to begin fixing synth voice box if needed&#039; otherwise begin the process of fixing any other synthskin deformity or modification&lt;br /&gt;
# Cauterize the incision with the [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Retractor.png]] Retractor - Tactical Knife 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Arterial Bleeding and Severed Tendon Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Repairing damaged arteries and tendons.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to repair the damaged blood vessels.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Amputation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing a limb or a limb stump.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the patient&#039;s limb using the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to amputate the limb.&lt;br /&gt;
# (Optional) Conduct &#039;&#039;&#039;Bone Repair&#039;&#039;&#039; on the parent body.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Saw.png]] Circular Saw - Hatchet 55%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Limb Replacement==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Replacing missing limbs.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;Amputation&#039;&#039;&#039;.&lt;br /&gt;
# Attach the desired limb, whether it&#039;s the patient&#039;s or a robotic limb.&lt;br /&gt;
# Ensure the patient is able to manipulate their new limb before releasing them.&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;For organic limbs, be ready to inject Thetamycin as the replacement limb is surely infected.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Internal Organ Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Mending organ damage. Yes, even brain damage.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the chest, groin, or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the appropriate mechanism to mend the organ:&lt;br /&gt;
#* [[File:Traumakit.png]] &#039;&#039;&#039;Advanced trauma kit&#039;&#039;&#039; for organic organs.&lt;br /&gt;
#* [[File:Nanopaste.png]] &#039;&#039;&#039;Nanopaste&#039;&#039;&#039; for synthetic organs.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Traumakit.png]] ATK - Gauze 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Cavity Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Putting things inside peoples&#039; body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Maxiumum size of item that fits inside: &lt;br /&gt;
* Head - tiny&lt;br /&gt;
* Abdomen - small&lt;br /&gt;
* Chest - normal&lt;br /&gt;
# Aim for the chest, abdomen or head in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to prepare cavity.&lt;br /&gt;
# Insert the item inside. If it caused internal bleeding, use the &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to fix it.&lt;br /&gt;
# If you decided not to put item inside, use [[File:Cautery.png]] &#039;&#039;&#039;cautery&#039;&#039;&#039; to mend the cavity wall.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Drill.png]] Drill - Pen 75%, metal rods 50%&lt;br /&gt;
*[[File:Cautery.png]] Cautery - Cigarette 75%, lighter 50%, welder 25%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Implant/Shrapnel Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing implants from the body. Also removal of things from body cavities.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the implant location on the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use your [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract the implant. This may take several tries.&lt;br /&gt;
#* Note that there is a brief period where nothing happens after you click on the patient with the hemostat. Use this time to click on the patient multiple times to queue up multiple attempts at removing implants.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Organ Removal/Transplantation==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removal and re-insertion of organs. This also applies to Prosthetic organs, and K&#039;ois.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the organ&#039;s location in the [[File:Damage_zone.png]] Damage Zone. (Head for brain/eyes, chest for heart/lungs, groin for appendix/kidney/liver)&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;REMOVING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039;. This will open up a window asking you which organ you&#039;d like to cut loose.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039;. This will open up a window asking you which loose organ you&#039;d like to remove.&lt;br /&gt;
# Dispose of the organ or store it in a freezer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TRANSPLANTING an organ&#039;&#039;&#039;:&lt;br /&gt;
# Click the patient with the organ you intent to transplant.&lt;br /&gt;
# Use the [[File:Fixovein.png]] &#039;&#039;&#039;FixOVein&#039;&#039;&#039; to reconnect the organ to the body.&lt;br /&gt;
# Administer an [[File:Traumakit.png]] &#039;&#039;&#039;advanced trauma kit&#039;&#039;&#039; or use [[File:Nanopaste.png]] &#039;&#039;&#039;nanopaste&#039;&#039;&#039; if required to repair any damage received during transport/transplantation.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Hemostat.png]] Hemostat - Wirecutters 75%, fork 20%&lt;br /&gt;
*[[File:Fixovein.png]] Fix&#039;O&#039;Vein - Cable coil 75%&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Organs may become infected after transplantation. &#039;&#039;Do not&#039;&#039; transplant organic organs that are from a different species or blood type as the patient, otherwise they will be rejected and the patient will soon die.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Additionally, K&#039;ois is located in the chest. Black K&#039;ois is located in the head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Head Reattachment Surgery==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Reattaching a severed head.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
See &#039;&#039;limb replacement surgery&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Necrotic Limb Repair==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Fixing limb necrosis mostly caused by septic infections. &#039;&#039;&#039;NOT necrotic organ repair.&#039;&#039;&#039;&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the necrotic area in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut away the dead flesh.&lt;br /&gt;
# Use a [[File:Eyedropper.png]] &#039;&#039;&#039;dropper&#039;&#039;&#039; filled with [[Guide_to_Chemistry|&#039;&#039;&#039;Peridaxon&#039;&#039;&#039;]] to revive the necrotic limb.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&#039;&#039;&#039;GHETTO&#039;&#039;&#039;:&lt;br /&gt;
*[[File:Scalpel.png]] Scalpel - Kitchen knife 75%, glass shard 50%&lt;br /&gt;
*[[File:Eyedropper.png]] Dropper - Bottle/beaker 75%, spray bottle/bucket 50%&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Autopsy==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Examination of cadavers to find cause of death. See [[Guide_to_Cadavers#Autopsy_Procedures|autopsy prodedures]] for more information.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place cadaver onto the operating table.&lt;br /&gt;
# Scan the cadaver with a Health Analyer to find injured locations.&lt;br /&gt;
# Aim for the patient&#039;s affected area in the [[File:Damage_zone.png]] Damage Zone. &lt;br /&gt;
# Cut the skin with your [[File:Scalpel.png]] scalpel (the chest may require two cuts).&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Autopsy scanner.png]] autopsy scanner to scan the area.&lt;br /&gt;
# Repeat scalpel and scan procedure for all affected areas.&lt;br /&gt;
# Right click the [[File:Autopsy scanner.png]] autopsy scanner to print out autopsy data.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Hardsuit Removal==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Cutting the seals on a sealed hardsuit so that it can be removed from the person wearing it.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the patient or cadaver onto the operating table. Cleanliness is not required.&lt;br /&gt;
# Aim for the chest in the [[File:Damage_zone.png]] Damage Zone.&lt;br /&gt;
# Use a &#039;&#039;&#039;plasma cutter&#039;&#039;&#039;, [[File:Welderon.gif]] &#039;&#039;&#039;welding tool&#039;&#039;&#039;, or [[File:Saw.png]] &#039;&#039;&#039;circular saw&#039;&#039;&#039; to slice the hardsuit seals open. &#039;&#039;This may take several attempts.&#039;&#039;&lt;br /&gt;
# Pull the hardsuit control module off.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Extracting organs from detached body parts==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Removing internal organs from parts of the body, such as heads, which are no longer attached to the rest.&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# Place the body part on any surface, or hold it in hand.&lt;br /&gt;
# Use the [[File:Scalpel.png]] &#039;&#039;&#039;scalpel&#039;&#039;&#039; to cut the body part open.&lt;br /&gt;
#*For Vaurca, use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; instead.&lt;br /&gt;
# Use the [[File:Retractor.png]] &#039;&#039;&#039;retractor&#039;&#039;&#039; to crack the body part open.&lt;br /&gt;
# Use the [[File:Hemostat.png]] &#039;&#039;&#039;hemostat&#039;&#039;&#039; to extract an organ. Repeated applications will yield further organs, until all organs present in the body part have been removed. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:99%&amp;quot;&amp;gt;&lt;br /&gt;
==Pre-Cyborgification Procedure==&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;i&amp;gt;Preparing a brain for cyborgification. This ain&#039;t rocket surgery!&amp;lt;/i&amp;gt;&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
# (Optional) Complete [[Surgery#Prepping_for_Surgery|Prepping for Surgery]].&lt;br /&gt;
# Aim for the head.&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Opening_a_Surgical_Site|Opening a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
# Use the [[File:Drill.png]] &#039;&#039;&#039;surgical drill&#039;&#039;&#039; to drill away the relevant parts of the brain.&lt;br /&gt;
*REMOVING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Organ_Removal.2FTransplantation|Organ Removal/Transplantation]]&#039;&#039;&#039;.&lt;br /&gt;
*KEEPING the brain:&lt;br /&gt;
# Perform the steps in &#039;&#039;&#039;[[Surgery#Closing_a_Surgical_Site|Closing a Surgical Site]]&#039;&#039;&#039;.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Gameplay Guides}}&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Surgery_Chart.png&amp;diff=18792</id>
		<title>File:Surgery Chart.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Surgery_Chart.png&amp;diff=18792"/>
		<updated>2021-02-02T12:04:52Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: Chart that shows what medical role can do which surgery.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chart that shows what medical role can do which surgery.&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Surgeon&amp;diff=18793</id>
		<title>Surgeon</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Surgeon&amp;diff=18793"/>
		<updated>2021-02-02T11:44:33Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Overview */ Removed mentions of EP&amp;#039;s and MD&amp;#039;s, changed it with physicians. Also mentioned hardsuit removal to be able to be done by first responders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Surgeon&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]], [[Pharmacist#Virology|Virology]]&lt;br /&gt;
|difficulty = Hard&lt;br /&gt;
|qualifications = At least 30 years of age, applicable MD from accredited school and a completed 2 years of Residency at accredited hospital or clinic.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Perform surgery.&lt;br /&gt;
|guides = [[Surgery|Guide to Surgery]], [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Surgeon&#039;&#039;&#039; role is a more specialized version of the [[Physician]]. It is a difficult and extremely important role as, outside of a[[Chief Medical Officer]] with the correct training, you are the person who handles the advanced surgical procedures on organic crew members.&lt;br /&gt;
&lt;br /&gt;
You have received more training and experience in surgery, and so Physicians should typically defer surgical cases to if you are present (except for emergencies, for cases that fall under the purview of the [[Roboticist]], or cases where you can otherwise not reach a patient in time). But at the same time, you should NOT be running around the GTR and ICU, or running out to grab wounded crew with the First Responders.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
You will start with an advanced first aid kit and surgical cap with scrubs. This outfit will denote you specifically as a Surgeon and not a Physician. Your home will be &#039;&#039;&#039;Medical&#039;&#039;&#039; and the &#039;&#039;&#039;Operating Rooms&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As a Surgeon your main job is to perform surgery but if there is a shortage of medical staff you can and probably will be expected to help with general patient care, but never do this unless asked, or the situation calls for it.&lt;br /&gt;
&lt;br /&gt;
=== The Levels of Surgery ===&lt;br /&gt;
&lt;br /&gt;
==== Basic Surgery ====&lt;br /&gt;
These are able to be performed by physicians or Surgeons.&lt;br /&gt;
*Bone repair&lt;br /&gt;
*Amputation&lt;br /&gt;
*Shrapnel removal&lt;br /&gt;
&lt;br /&gt;
==== Advanced Surgery ====&lt;br /&gt;
These can be performed by Surgeons and most Physicians. Hardsuit removal is something First Responders can do in case of emergency.&lt;br /&gt;
*Organs in the chest and lower body.&lt;br /&gt;
*Internal Bleeding&lt;br /&gt;
*Autopsy&lt;br /&gt;
*Hardsuit Removal&lt;br /&gt;
&lt;br /&gt;
==== Specialized Surgeries ====&lt;br /&gt;
These can &#039;&#039;&#039;ONLY&#039;&#039;&#039; be performed by only you and a Chief Medical Officer. Performing these surgeries as anyone else may result in administrative action.&lt;br /&gt;
*Brain surgery&lt;br /&gt;
*Eye surgery&lt;br /&gt;
*Facial Reconstruction&lt;br /&gt;
*Limb replacement (not robotic limbs)&lt;br /&gt;
*Cavity surgery&lt;br /&gt;
*Organ removal/transplantation&lt;br /&gt;
*Necrotic Limb repair&lt;br /&gt;
*Extracting organs from detached body parts&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=18787</id>
		<title>Paramedic</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Paramedic&amp;diff=18787"/>
		<updated>2021-02-02T09:09:13Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: This is a First Responder page now. Also a lot of fixes, removing biased takes, and adding new information like Coagzolug.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = Paramedic.png&lt;br /&gt;
|jobtitle = Emergency Medical Technician&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, EVA, Maintenance, External Airlocks&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = Must be least 22 years of age with an EMT certification.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Recover and safely deliver injured crew to Medbay, work against the clock.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;First Responder&#039;&#039;&#039; plays an extremely important role on board the station. Primarily tasked with reaching injured crew members far from medbay, every second counts and every action or inaction means the difference between life and death. First Responders are trained in the medical field, but are not doctors thus they cannot perform surgeries or advanced diagnoses. They&#039;re trained in detecting and fixing, most of the time partially, symptoms found on the field, and in the art of triage.&lt;br /&gt;
&lt;br /&gt;
=Getting Set Up=&lt;br /&gt;
A large part of the emergency response life is having all bases covered and prepared before an actual call because once you get it, there is little to no time to fetch any missing medicine. A good med tech must be able to stabilize a patient on the field, and reduce any damage to his body, whatever the type. A good First Responder must also be able to reach all corners of the station as soon as possible, regardless of its condition. This is why it is advised that the following (most of which is typically found in NanoMed vendors) is always on hand:&lt;br /&gt;
&lt;br /&gt;
*[[File:MedGlasses.png]] A &#039;&#039;&#039;Medical HUD&#039;&#039;&#039; to check records and patient physical condition on the go.&lt;br /&gt;
*[[File:LGloves.png]] A pair of &#039;&#039;&#039;Latex Gloves&#039;&#039;&#039; to prevent spreading infection. Nitrile works too.&lt;br /&gt;
*[[File:Sterilemask.png]] A &#039;&#039;&#039;Sterile Mask&#039;&#039;&#039; to avoid catching something.&lt;br /&gt;
*[[File:Healthanalyzer.png]] A [[Guide_to_Medicine#Health_Analyzer|health analyzer]]&lt;br /&gt;
*[[File:Traumakit.png]] &#039;&#039;&#039;Advanced Trauma Kits&#039;&#039;&#039; to treat brute damage and open wounds.&lt;br /&gt;
*[[File:Burnkit.png]]  &#039;&#039;&#039;Advanced Burn Kits&#039;&#039;&#039; to treat burns and prevent infections. &lt;br /&gt;
*[[File:Rescuesuit.png]] A [[Hardsuit_Operation#Rescue_Hardsuit|Rescue Hardsuit]]. This is your primary means of [[Guide to EVA|EVA]] travel. It comes equipped with many modules, of which can be the difference between life and death for you or your patients.&lt;br /&gt;
*[[File:Medical_Hardsuit.png]] A &#039;&#039;&#039;Medical Voidsuit&#039;&#039;&#039;, since there are two EMT slots and only one rescue hardsuit, have one of these at the ready in case you are working alongside a buddy, or for whatever reason your Hardsuit is unavailable. It is wise to store your Voidsuit in medical, to save the trip to EVA; or incase the trip is impossible.&lt;br /&gt;
*[[File:Splint.png]] A &#039;&#039;&#039;Splint&#039;&#039;&#039; to secure fractures before moving a patient.&lt;br /&gt;
*[[File:Syringes.png]] &#039;&#039;&#039;Inaprovaline bottles&#039;&#039;&#039; to prevent further deterioration of a critical patient. Inaprovaline does many amazing things, including slowing down all bleeding.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dylovene&#039;&#039;&#039; bottles or pills, to treat the liver if it&#039;s been damaged by toxins.&lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dermaline&#039;&#039;&#039; bottles or pills, to treat burn damage. &lt;br /&gt;
*[[File:Pills.gif]] &#039;&#039;&#039;Dexalin&#039;&#039;&#039; inhalers, to treat hypoxia.&lt;br /&gt;
*[[File:Rollerbed.png]] A &#039;&#039;&#039;Roller bed&#039;&#039;&#039; to quickly transport patients unable to walk.&lt;br /&gt;
*[[File:Body_Bag.png]] A &#039;&#039;&#039;body bag&#039;&#039;&#039; to transport dead patients to the medbay.&lt;br /&gt;
*[[File:Body_Bag.png]] A &#039;&#039;&#039;stasis bag&#039;&#039;&#039; to transport critical patients, or ones bleeding arterially, to the medbay.&lt;br /&gt;
*[[Guide to Chemistry#Mortaphenyl|An effective painkiller]] like Mortaphenyl. Patients in extreme pain are likely to faint, or even cause pain shock, leading to their heart stopping. Both situations result in the patient being unable to communicate with you, which is detrimental to the diagnostic process. You have mortaphenyl pills in your locker.&lt;br /&gt;
*[[Guide to Chemistry#Coagzolug|Coagzolug] is an important chemical for slowing down bleeding. You have Coagzolug autoinjectors in the lockers of your Quarters. Always carry one on your person!&lt;br /&gt;
&lt;br /&gt;
=Responding to an Emergency=&lt;br /&gt;
Now that you&#039;re all prepped and ready, it&#039;s only a waiting game until your first emergency arises. Whether by monitoring suit sensors or a radio call, you&#039;ll hopefully have a name and a place, and maybe even a glance at what the issue is. Rush to the place as soon as you can, making sure you&#039;re equipped with your voidsuit or hardsuit if the area is atmospherically tumultuous. Once on scene you will need to stabilize your patient before moving him/her to medbay, depending on the state he is in.&lt;br /&gt;
&lt;br /&gt;
==Non-Critical Patient==&lt;br /&gt;
If the call you&#039;ve responded to is non-critical (the patient is fully conscious, not bleeding internally, not vomiting, brain activity 100%, etc.) then all you need to do is diagnose the specific problem and administer the necessary medicine on the field. It is advised, however, to bring the patient back to the medbay for a more thorough check. Nonetheless, you will find yourself performing several of the steps found in the next section but with much less urgency, which means less medicine used on the patient which can be treated in the medbay.&lt;br /&gt;
&lt;br /&gt;
==Critical Patients==&lt;br /&gt;
Dealing with critical patients is a bit more tricky. More likely than not you&#039;ll find critical patients (brain activity below 100%) are unconscious, or otherwise unable to communicate. This will make finding the exact cause of the problem a bit harder in the field, which would require you transport the patient to the medical bay post-haste. But before that, a series of steps are required to make sure your patient doesn&#039;t die on the way. The steps are listed in order of importance.&lt;br /&gt;
*Administer Inaprovaline to the critical patient, to make sure his situation doesn&#039;t worsen.&lt;br /&gt;
*If the patient is bleeding, apply the trauma kit to the affected area as soon as possible to stop the bleeding.&lt;br /&gt;
*If the patient is bleeding internally, use your Coagzolug autoinjector.&lt;br /&gt;
*If the patient is suffocating due to bad atmosphere, inject Dexalin and setup their internals if the trip back involves a lot of depressurized areas.&lt;br /&gt;
*Treat any remaining burn, brute or toxin damage with the application of advanced kits or pills, to further improve the state of the patient.&lt;br /&gt;
*Administer Mortaphenyl if the patient is suffering from pain-causing symptoms, like fractures, burns or brute damage. Patients in shock are less communicative, which will hamper your efforts.&lt;br /&gt;
*Finally, unless your patient&#039;s condition would make running to medbay right this instant a life or death endeavor, splint any fractures before strapping your patient to the roller bed and rolling away.&lt;br /&gt;
While transporting the patient, make sure to ask him/her how he&#039;s feeling. Don&#039;t let the effort went into stabilizing the patient go to waste, throwing away the advantage of having a perfectly responsive patient.&lt;br /&gt;
&lt;br /&gt;
On arrival, make sure you brief any doctor that will handle your patient on what you did, and whatever his symptoms were. Remember that ICly, doctors shouldn&#039;t give out treatment lightly, and failing to inform the doctor taking over of past steps might have him repeat the treatment, which might lead to an overdose.&lt;br /&gt;
&lt;br /&gt;
==What to Do When Out of Emergencies==&lt;br /&gt;
EMTs, being non-doctors trained in the medical field, can assume other roles around the medbay to make MD&#039;s lives easier and improve overall efficiency of the medical bay.&lt;br /&gt;
*Help move patients from one branch of the medbay to another.&lt;br /&gt;
*Monitor the reception area, monitor suit sensors.&lt;br /&gt;
*Handle [[Guide_to_Medicine#Triage|triage]], stabilizing patients who were left waiting.&lt;br /&gt;
*Check up on patients who were given a bed.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
As an EMT, you get all the perks Medical Doctors get when traitoring, from deliberate malpractice to using your medicines of good for plots of evil. But one added perk is that, as an EMT, you&#039;re usually the only medically trained person to first reach a dying patient outside the medbay walls. That can be used to your advantage: frantically dragging off a bleeding body is part of your job, and in no way suspicious.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
*Remember that EMTs are not MDs. Keep that in mind, and use it to give an interesting edge to your character. Think like an EMT would, not a doctor. Asking questions a doctor would consider &#039;silly&#039; is perfectly fine for you.&lt;br /&gt;
*EMTs are trained on urgency, speed and that every second counts, unlike the MDs who had to spend over a decade studying to start practicing. That contract between your coworkers and you can be used to enhance RP.&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=18788</id>
		<title>Pharmacist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pharmacist&amp;diff=18788"/>
		<updated>2021-02-02T08:52:05Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Overview */  CLONING IS NO MORE and also some other fixes to outdated info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = orange&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = RESEARCH &amp;amp; MEDICAL&lt;br /&gt;
|imagebgcolor = #eeeeff&lt;br /&gt;
|img = Chemist.png&lt;br /&gt;
|jobtitle = Pharmacist&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = 26 years of age, applicable Masters from accredited school, 2 years Residency at accredited hospital or clinic.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Make medicine and research viruses&lt;br /&gt;
|guides = [[Guide to Chemistry]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Pharmacist&#039;&#039;&#039; your job is to mix chemicals for the others to use. Your work will be needed mostly by [[Medical Doctor]]s. You also have the option to make grenades, but using them or making them without clearance can get you brigged (or possibly banned). For more information visit: [https://forums.aurorastation.org/topic/7488-exias-chemistry-tips-and-tricks/| Exia&#039;s Chemistry Tips and Tricks]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You mix and deliver chemicals. That&#039;s it. Some of the time you can do whatever you feel like doing, but for most of the round you&#039;ll be making chemicals for the medical staff.&lt;br /&gt;
&lt;br /&gt;
=== Mental Trauma and Policy ===&lt;br /&gt;
* All characters with a [[Physician|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma, or prescribe medicine.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
===Medical Skills ===&lt;br /&gt;
* Pharmacists do not have a [[Physician|Physician&#039;s]] training, though they may operate the [[Guide_to_Medicine#Sleeper|Sleepers]] and [[Guide_to_Medicine#Cryogenics|Cryogenic Tubes]] to a basic level.&lt;br /&gt;
* Pharmacists are unable to authorize medicinal treatments for patients. They are, however, able to issue chemicals (especially non-medical ones) per direct request, including medicinal chemicals with the approval of the [[Chief_Medical_Officer|CMO]]. They can check Crew records for pre-existing prescriptions and provide them despite this.&lt;br /&gt;
* They are not capable of acting as [[Physician|a Physician]], as such they can only assist [[Medical_Intern|Interns]] and [[Job_Guides#Medical|Trained Physicians]] in emergencies and not act in their place. Despite this, they can be trained in basic first aid.&lt;br /&gt;
* They may assist Medical personnel, but only if the department needs their help.&lt;br /&gt;
&lt;br /&gt;
== Common Chemicals ==&lt;br /&gt;
As a pharmacist you&#039;ll either be swamped with requests or have none at all. A good pharmacist revels in finding work for themselves regardless.&lt;br /&gt;
&lt;br /&gt;
=== Useful Chemicals ===&lt;br /&gt;
[[File:Chemistry_Medical_Aurora.png|thumb|right|alt=|This infographic teaches all of the basic Chems, it is highly recommended you keep it on hand if you&#039;re new.]]&lt;br /&gt;
* Your first priority: Medication for the doctors.&lt;br /&gt;
** Bicaridine, dermaline, dexalin plus, and dylovene for the four major damage types.&lt;br /&gt;
** Inaprovaline to stabilize critical patients, Inaprovaline also prevents Internal Bleeding from spreading. Epinephrine is a much more potent stabilizer and you will want to create that,too.&lt;br /&gt;
** Alkysine for brain damage, imidazoline for eye damage, Deltamivir for viral infections, Thetamycin for wound infections, ethylredoxrazine for alcohol poisoning, and Tramadol for pain.&lt;br /&gt;
** Upgrade the Cryoxadone in the cryo tubes to clonexadone.&lt;br /&gt;
** Peridaxon is time-consuming to make, but will heal organ damage.&lt;br /&gt;
** Check medical records for prescriptions to fill.&lt;br /&gt;
* The bartender or chef may ask you for chemicals to cook or mix drinks with. Some of them are safe, others are not. Use your judgment. &lt;br /&gt;
* The janitor will want Space Cleaner refills.&lt;br /&gt;
* The gardener will want fertilizer (diethylamine or ammonia).&lt;br /&gt;
* Synthmeat can be manufactured for the kitchen, or as biomass for the cloning equipment.&lt;br /&gt;
&lt;br /&gt;
=== Mixing ===&lt;br /&gt;
You can mix chemicals in a few ways, but the easiest way is to add a beaker to the chemical dispenser and then dispense appropriate amounts of base chemicals. If the mixture is correct, the solution will bubble and you&#039;ll now have a some of your end product.&lt;br /&gt;
&lt;br /&gt;
Mixing directly from other beakers, droppers and syringes also helps if you need a certain amount of each chemical. Just click one holder on another to pour some of the solution.&lt;br /&gt;
&lt;br /&gt;
Adding any solution to a ChemMaster 3000 will let you isolate and make pills or bottles of chemicals you add to it.&lt;br /&gt;
&lt;br /&gt;
=== Grenades ===&lt;br /&gt;
As a Phamacist, you have access to grenade materials in the sublevel. You can fit two regular beakers in a grenade casing. This means potentially 120 units of whatever concoction you want. It is possible to use medicine, water, or more devious items in a grenade. The mixing and matching of different chemical formulas may not always go as planed, but that&#039;s just how science goes. Keep in mind, making and using grenades that harm others will get you brigged in the least, and possibly job banned if you weren&#039;t an antagonist.&lt;br /&gt;
&lt;br /&gt;
==== Building Grenades 101 ====&lt;br /&gt;
#Use a screwdriver on an igniter to make it attachable.&lt;br /&gt;
#Attach the igniter to the timer, or some other triggering device (proximity, signaler, etc.)&lt;br /&gt;
#Screwdriver the Igniter-timer assembly to make it attachable.&lt;br /&gt;
#Attach the assembly to the grenade case.&lt;br /&gt;
#Add your beakers of chemicals, then screwdriver the case again.&lt;br /&gt;
#Using it in your hand opens up a window, where you can set the control mechanism of the grenade.&lt;br /&gt;
Note that the case must be on the ground to do this correctly!&lt;br /&gt;
&lt;br /&gt;
=== Pills ===&lt;br /&gt;
Pills are a great way to give large amount of medicine at once. If you are going to make medicine that will be single serve, make it pill form. Each pill can hold 60 units of material at one time. Up to 14 pills will fit into a pill bottle, which itself is still small enough to fit into a box or pocket. As a cautionary note, remember that most chemicals will cause toxic damage from overdose over 30 units, so be careful how much you add to a pill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Examples for pills:&#039;&#039;&#039;&lt;br /&gt;
A typical pill will have about 15 units of medication in it. This is a good amount because it&#039;s a large enough dose for most situations, but even if you accidentally double-dose someone, you still won&#039;t go over the 30 unit overdose limit.&lt;br /&gt;
* &#039;&#039;&#039;Alkysine&#039;&#039;&#039;: Heals brain damage.&lt;br /&gt;
* &#039;&#039;&#039;Dexalin Plus:&#039;&#039;&#039; Heals suffocation damage and helps keep someone with heart or lung damage alive.&lt;br /&gt;
* &#039;&#039;&#039;Bicaridine&#039;&#039;&#039;: Heals brute damage.&lt;br /&gt;
* &#039;&#039;&#039;Dermalin&#039;&#039;&#039;: Heals burn damage.&lt;br /&gt;
* &#039;&#039;&#039;Dylovene&#039;&#039;&#039;: Heals toxin damage.&lt;br /&gt;
* &#039;&#039;&#039;Thetamycin&#039;&#039;&#039;: Treats infections.&lt;br /&gt;
&lt;br /&gt;
=== Bottles ===&lt;br /&gt;
Bottles should contain material that is not medicine, such as acids, or medicines that are not used all at once, like Clonexadone. Each bottle can hold 60 units, and can be splashed onto things. &lt;br /&gt;
&lt;br /&gt;
Some doctors prefer bottled medicines because using a syringe to inject medication lets them choose the dose in 5-unit increments, and because they don&#039;t have to deal with pill bottles. However, injecting medication through the ports on a space suit is time-consuming.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Good Example for Beakers:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Silicate&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Clonexadone&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Regular medicines&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Injectors ===&lt;br /&gt;
You have a supply of autoinjectors, initially loaded with Inaprovaline. The Inaprovaline can be drawn out of the autoinjectors and other substances injected into them with syringes. Autoinjectors are one-use items for delivering a 5u dose of medication quickly. They are usually modified to hold Inaprovaline/Dexalin Plus mixtures (to stabilize a suffocating person), soporific (to sedate a combative patient) or various potent poisons, if you happen to be an antagonist. Be sure to label any autoinjectors you have modified, unless you don&#039;t want people to know they&#039;ve been modified...&lt;br /&gt;
&lt;br /&gt;
The CMO&#039;s hypospray, initially filled with Inaprovaline, can also be refilled this way. It works like a multi-use autoinjector.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Chemistry is one of the most dangerous jobs on the Medical staff, and it&#039;s easy to be a strong Traitor. A LOT of the chemicals you have access to will kill when injected. Access to grenades is a plus, not the mention for infinite sedative refills. Remember to keep it sane and within the server rules. A bunch of napalm grenades thrown around will not win you any points. &lt;br /&gt;
Like any job in Medical, Pharmacist lends itself to malpractice-style traitoring. &amp;quot;Accidentally&amp;quot; contaminate your medication, or hand out overdoses. Or maybe your traitor is more of a recreational chemist than a medical pharmacist (mindbreaker toxin, anyone?). &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=18789</id>
		<title>Physician</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Physician&amp;diff=18789"/>
		<updated>2021-02-02T08:48:14Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Uncommon Conditions */  Viruses and Diseases are NO MORE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffdddd&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = MEDICAL&lt;br /&gt;
|imagebgcolor = #ffeeee&lt;br /&gt;
|img = MedicalDoctor.png&lt;br /&gt;
|jobtitle = Physician&lt;br /&gt;
|access = [[Job Guides#Medical|Medbay]], Morgue, [[Surgeon|Operating Theatre]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|qualifications = At least 25 years of age, applicable MD from an accredited school and a completed 2 year of residency.&lt;br /&gt;
|education = [[Lunar University of Medical Science]] - [[Skalamar University Of Medicine]] - [[Biesel Institute of Medical Sciences]] - [[Aliose University of Medical Sciences]] - [[Trizar State Medical Academy]]&lt;br /&gt;
|superior = [[Chief Medical Officer]]&lt;br /&gt;
|duties = Keep the crew healthy, save lives.&lt;br /&gt;
|guides = [[Guide to Medicine]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Physician&#039;&#039;&#039; as a role is an extremely important one. If you know what you&#039;re doing, as a Physician you &#039;&#039;will&#039;&#039; save lives. Nearly every death can be prevented, provided you reach the victim in time. Since Physicians are the only ones with the tools and the in character experience to save them, Physicians tend to make a lot of friends.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You start with an advanced first-aid kit and a health analyzer. You main work will be in the &#039;&#039;&#039;Medbay&#039;&#039;&#039;, where there are spares, vending machines with more supplies, and more specialized kits. You have some standard medication in the Medical Supplies room, though you should ask &#039;&#039;&#039;Chemistry&#039;&#039;&#039; for some more specialized ones.&lt;br /&gt;
&lt;br /&gt;
== Nanotrasen Doctor&#039;s Oath ==&lt;br /&gt;
&lt;br /&gt;
Nanotrasen&#039;s doctors no longer take the Hippocratic oath, but rather Nanotrasen&#039;s own creed to provide medical care.&lt;br /&gt;
&lt;br /&gt;
Now, as a new doctor, I solemnly promise that I will, to the best of my ability, serve humanity-caring for the sick, promoting good health, and alleviating pain and suffering.&lt;br /&gt;
&lt;br /&gt;
I recognise that the practice of medicine is a privilege with which comes considerable responsibility and I will not abuse my position.&lt;br /&gt;
&lt;br /&gt;
I will practice medicine with integrity, humility, honesty, and compassion-working with my fellow doctors and other colleagues to meet the needs of my patients.&lt;br /&gt;
I shall never intentionally do or administer anything to the overall harm of my patients.&lt;br /&gt;
&lt;br /&gt;
I will not permit considerations of gender, race, religion, political affiliation, sexual orientation, nationality, or social standing to influence my duty of care.&lt;br /&gt;
&lt;br /&gt;
I will oppose policies in breach of human rights and will not participate in them. I will strive to change laws that are contrary to my profession&#039;s ethics and will work towards a fairer distribution of health resources.&lt;br /&gt;
&lt;br /&gt;
I will assist my patients to make informed decisions that coincide with their own values and beliefs and will uphold patient confidentiality.&lt;br /&gt;
&lt;br /&gt;
I will recognise the limits of my knowledge and seek to maintain and increase my understanding and skills throughout my professional life. I will acknowledge and try to remedy my own mistakes and honestly assess and respond to those of others.&lt;br /&gt;
&lt;br /&gt;
I will seek to promote the advancement of medical knowledge through teaching and research.&lt;br /&gt;
&lt;br /&gt;
I make this declaration solemnly, freely, and upon my honour.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== General Procedure ===&lt;br /&gt;
&lt;br /&gt;
==== Stay In Your Lane! ====&lt;br /&gt;
&lt;br /&gt;
As a regular physician you do general treatments and give scheduled exams to the crew. Remember that you should NOT be performing the jobs of the specialized alt-titles. You are qualified to fill in for these roles if they are empty, but it is detrimental to medical&#039;s flow if you walk all over your co-workers trying to do everything else. If you have a paramedic, try to rely on them to bring in the wounded. If you have an Emergency Medical Physician, rely on them to stabilize the patient before they hand them off to you to follow up with treatment. If you have a surgeon, &#039;&#039;&#039;DON&#039;T&#039;&#039;&#039; do surgery.&lt;br /&gt;
&lt;br /&gt;
==== Handling Patients ====&lt;br /&gt;
&lt;br /&gt;
You can diagnose injuries with the help of a [[Guide_to_Medicine#Health_Analyzer|health analyzer]], which you helpfully spawn with. Your PDA can also do a limited health readout.&lt;br /&gt;
&lt;br /&gt;
You &#039;&#039;&#039;NEED&#039;&#039;&#039; to work with the rest of your team in medical to keep things running smoothly.&lt;br /&gt;
&lt;br /&gt;
In terms of your equipment, the general rule is that chemical treatment works at all health levels, whereas physical treatments have limits where they become ineffective. Rolls of gauze and ointment are for minor injuries, and so only work if the brute or burn damage total less than 50 HP. Advanced Trauma and Burn kits are more effective, and so work all the way to 0 HP. Beyond that, more advanced treatment is needed.&lt;br /&gt;
&lt;br /&gt;
Health runs from 100% to -100%, and it&#039;s your job to make sure it doesn&#039;t hit the bottom end. Below are the main types of damages and treatments. See the [[Guide to Medicine]] for a more detailed overview.&lt;br /&gt;
&lt;br /&gt;
== The Four Basic Damage Types ==&lt;br /&gt;
&lt;br /&gt;
=== Brute Damage ===&lt;br /&gt;
Whether it&#039;s from fists, bullets, or a kitchen knife, it&#039;s classified as Brute Damage. Brute Damage is inevitably the most common form of damage, and is easily treated.&lt;br /&gt;
&lt;br /&gt;
There are two types of brute damage, bruises and wounds. Bruises are caused by blunt objects.They add to a persons brute damage, but unless particularly severe, they do not cause bleeding.&lt;br /&gt;
&lt;br /&gt;
Wounds and cuts are caused by sharp objects, and cause bleeding, which can only be stopped with medical treatment.&lt;br /&gt;
&lt;br /&gt;
If the patient is not in life-threatening danger, simply have them tell you where they were hit, use the body scanner in Medbay, or get them to strip off their jumpsuit and examine so you can see where. Apply gauze (for minor damage) or advanced trauma kits (for major damage) to affected areas and send them on their way.&lt;br /&gt;
&lt;br /&gt;
Brute Damage takes the form of big red streaks, or blue-purple-red messes. Apply gauze or advanced trauma kits in those areas, inject with Tricordrazine or, in cases of a helpful [[Chemist]] and extreme damage, Bicaridine.&lt;br /&gt;
&lt;br /&gt;
=== Burn Damage ===&lt;br /&gt;
The second type of damage is Burn Damage. This is caused by fires and blisteringly high or low temperatures, such as fire or space. &lt;br /&gt;
&lt;br /&gt;
Burns work similar to wounds. Apply ointment or advanced burn kits to the affected area to heal it, or give them a kelotane pill. Chemicals take a few seconds to work, so don&#039;t waste supplies. For severe burns, give them Dermaline (a Chemist will be needed).&lt;br /&gt;
&lt;br /&gt;
Burn Damage appears as grey streaks on a person&#039;s body, or you can use the various scanners to tell location, so apply ointment in those areas (usually the chest area).&lt;br /&gt;
&lt;br /&gt;
=== Toxin Damage ===&lt;br /&gt;
Toxin Damage is the third kind of damage and is relatively uncommon.&lt;br /&gt;
&lt;br /&gt;
Be it from a the aptly named toxin bottle, medicine overdoses, soporific, or radiation, Toxin Damage has no visible form, so can only be recognized via analyzing. &lt;br /&gt;
&lt;br /&gt;
Inject with Dylovene, or give them Dylovene pills. This also shortens the time needed to wake someone up from Soporific or Chloral Hydrate.&lt;br /&gt;
&lt;br /&gt;
=== Suffocation Damage ===&lt;br /&gt;
The last main kind of damage often occurs when a patient is in critical health (-50% Health), and is usually accompanied by a another type of damage. &lt;br /&gt;
&lt;br /&gt;
Suffocation can be cured using Dexalin, Dexalin Plus, or plain fresh air (if the patient is not critical). If the patient is in critical condition, then heal the other damage, and the suffocation should recover naturally. CPR also recovers suffocation damage slowly if the patient is in critical (click on them with an empty hand with the help intent).&lt;br /&gt;
&lt;br /&gt;
Inaprovaline halts Suffocation damage, but only when in Critical.&lt;br /&gt;
&lt;br /&gt;
== Uncommon Conditions ==&lt;br /&gt;
Other more unique damages and treatments can be found on the [[Guide to Medicine]].&lt;br /&gt;
&lt;br /&gt;
Genetic diseases can be cured by Ryetalyn.&lt;br /&gt;
&lt;br /&gt;
Give your infected patients [[Guide_to_Chemistry#Anti_Microbials|antimicrobials]] to slow the spread and keep them isolated. Wearing gloves and a sterile mask helps to stop anyone else getting infected.&lt;br /&gt;
&lt;br /&gt;
=== Blood Loss ===&lt;br /&gt;
&#039;&#039;See Also: [[Guide_to_Medicine#Low_Blood_Count|A More Detailed Guide on Blood Loss]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Living things have blood. Blood is quite important for them to keep living. Cuts and loss of limbs will cause various amounts of bleeding, which require rolls of gauze or advanced trauma kits to stop.&lt;br /&gt;
&lt;br /&gt;
Blood level can be found on the health analyser read out with warnings when levels get too low. Loss of blood can cause fainting or paleness of skin. Blood can either be injected from a donor, or a donor pack can be placed in an IV Drip and connected to the patient.  &lt;br /&gt;
&lt;br /&gt;
If you&#039;re unsure what blood type to use or the blood type of a patient, O- can be given to anyone.  There is a limited supply, so only use it if absolutely necessary. For a more detailed compatibility list, read below.&lt;br /&gt;
&lt;br /&gt;
==== Compatible Blood Types ====&lt;br /&gt;
&lt;br /&gt;
When choosing a blood pack, find the patient&#039;s [[Guide_to_Character_Records|medical records]] either on the Patient Records computer in the lobby, or the &amp;quot;Patient Records&amp;quot; function on your PDA.  As a quick reminder, A, B and + are types of markers on blood, O and - indicate a lack of said markers.  Don&#039;t give someone markers they don&#039;t already have or they&#039;ll die.  If that doesn&#039;t make sense to you, read the next section for a chart on compatible blood types.&lt;br /&gt;
&lt;br /&gt;
If there is no O-negative blood available, and no precise blood type match as an alternative, look for a replacement by these rules:&lt;br /&gt;
* &#039;&#039;&#039;Negative&#039;&#039;&#039; can take &#039;&#039;&#039;only negative&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;All&#039;&#039;&#039; types can take &#039;&#039;&#039;O&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;A&#039;&#039;&#039; can take &#039;&#039;&#039;A&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;B&#039;&#039;&#039; can take &#039;&#039;&#039;B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;AB&#039;&#039;&#039; can take &#039;&#039;&#039;A and B&#039;&#039;&#039;.&lt;br /&gt;
* &#039;&#039;&#039;O&#039;&#039;&#039; can take &#039;&#039;&#039;only O&#039;&#039;&#039;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Blood Compatibility Chart&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; |Receiver&lt;br /&gt;
! colspan=&amp;quot;8&amp;quot; |Donor&lt;br /&gt;
|-&lt;br /&gt;
!O-&lt;br /&gt;
!O+&lt;br /&gt;
!B-&lt;br /&gt;
!B+&lt;br /&gt;
!A-&lt;br /&gt;
!A+&lt;br /&gt;
!AB-&lt;br /&gt;
!AB+&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AB+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;AB-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;A-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;B+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;B-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;O+&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;O-&#039;&#039;&#039;&lt;br /&gt;
| +&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Shock and Critical Condition ===&lt;br /&gt;
There are three type of medical states. The first is &#039;shock&#039;, which is the least dangerous of the three. If someone takes enough damage from each damage type, they may go into shock. This causes stammering and slow movement, and eventually collapsing and loss of consciousness. This can be cured by dealing with all the other types of damage, or temporarily by using tramadol.&lt;br /&gt;
&lt;br /&gt;
The second is known as &#039;soft critical&#039;. When someone is below 0% health (having taken more than 100 points of damage), they will suffer shock until they are above 0% health.&lt;br /&gt;
&lt;br /&gt;
The third is known as &#039;critical&#039; and occurs at -50% health (more than 150 points of damage). At this point, the patient will go unconscious, stop breathing, and take suffocation damage. This can be stopped with Inaprovaline or CPR. Chemical or Cryo treatment is usually necessary at this stage.&lt;br /&gt;
&lt;br /&gt;
=== Mental Trauma and Policy ===&lt;br /&gt;
* All characters with a [[Physician|Medical Doctorate]] degree are capable of diagnosing [[Psychologist#Mental_Trauma|mental trauma]], as well as prescribing medication for their diagnosis.&lt;br /&gt;
* [[Surgeon|Surgery]] trained Medical personnel are fully capable of Neuro-surgery where necessary to treat mental trauma.&lt;br /&gt;
* [[Chemist|Chemists/Pharmacists]] are fully capable of synthesizing mental medication, but they cannot diagnose mental trauma.&lt;br /&gt;
* [[Psychologist|Psychiatrists/Psychologists]] are the foremost experts on this type of illness, they are the only capable of advanced treatment ([[Psychologist#Hypnosis|Hypnosis,]] [[Psychologist#Crystal_Therapy|Crystal Therapy]], and [[Psychologist#Isolation|Isolation]]) and they should be the first to treat [[Psychologist#Mental_Trauma|mental trauma]] when available.&lt;br /&gt;
&lt;br /&gt;
== Surgery ==&lt;br /&gt;
Surgery should not be performed by physicians unless no surgeon or CMO is available. Please see the [[Surgeon]] role here.&lt;br /&gt;
&lt;br /&gt;
A guide to surgery is [[Surgery|here]].&lt;br /&gt;
&lt;br /&gt;
=== The Levels of Surgery You Can Do ===&lt;br /&gt;
&lt;br /&gt;
==== Basic Surgery ====&lt;br /&gt;
These are able to be performed by Emergency Physicians, Physicians, or a Surgeon.&lt;br /&gt;
*Bone repair&lt;br /&gt;
*Amputation&lt;br /&gt;
*Shrapnel and Implant Removal&lt;br /&gt;
&lt;br /&gt;
==== Advanced Surgery ====&lt;br /&gt;
These can be performed by Surgeons and some Physicians.&lt;br /&gt;
*Organs in the chest and lower body.&lt;br /&gt;
*Internal Bleeding&lt;br /&gt;
*Autopsy&lt;br /&gt;
*Hardsuit Removal&lt;br /&gt;
&lt;br /&gt;
==== Specialized Surgeries ====&lt;br /&gt;
&lt;br /&gt;
These can ONLY be performed by a surgeon or the Chief Medical Officer. Performing these surgeries as anyone else may get you bwoinked.&lt;br /&gt;
&lt;br /&gt;
*Brain surgery&lt;br /&gt;
*Eye surgery&lt;br /&gt;
*Facial Reconstruction&lt;br /&gt;
*Limb replacement (not robotic limbs)&lt;br /&gt;
*Cavity surgery&lt;br /&gt;
*Organ removal/transplantation&lt;br /&gt;
*Necrotic Limb repair&lt;br /&gt;
*Extracting organs from detached body parts&lt;br /&gt;
&lt;br /&gt;
==Modern Miracles==&lt;br /&gt;
=== Cryogenics ===&lt;br /&gt;
Setting up Cryogenics is easy and simple.&lt;br /&gt;
&lt;br /&gt;
Firstly, ensure the O2 canisters are connected to the ports. There&#039;s a wrench nearby to do this. Secondly, fill the tubes with Cryoxadone - beakers should be on the table. Then set the freezer to the minimum to start cooling the chamber down.&lt;br /&gt;
&lt;br /&gt;
In order to use it for a patient, take off any temperature suits that have (RIG, Spacesuits, void suits, fire suits, etc.), grab them and put them in the cryo tube. Then turn it on and wait. You can monitor the patients vitals from outside. It&#039;s a smart idea to strip them down to their jumpsuit since this will allow cryo to cool them faster. Remember to eject them when they&#039;re better.&lt;br /&gt;
&lt;br /&gt;
=== Medibots ===&lt;br /&gt;
Medibots no longer magically synthesize Tricordrazine, so you have to fill them for them to do any good.&lt;br /&gt;
&lt;br /&gt;
Using your ID, you can alter their settings and fill them with a beaker of your choice.&lt;br /&gt;
&lt;br /&gt;
As a traitor you can fill him with a beaker of Polytrinic Acid, or even Emag him. Once Emagged, the delightful little medibot buzzes around injecting everyone and everything with not-so-helpful chemicals.&lt;br /&gt;
&lt;br /&gt;
==Traitoring==&lt;br /&gt;
There is so many wonderfully terrible things you can do. See that sleepy pen item? Guess what, when people get stabbed with those, they drag them to med bay to be &amp;quot;doctored&amp;quot; by you and other people. You can then take them some place private in Medbay, and take what you want or go for malpractice to end them. You can hide victims by putting little notes by morgue trays saying &amp;quot;This man has been cyborged&amp;quot; and no one will bat an eye at why they are naked, and why they are there. Usually.&lt;br /&gt;
&lt;br /&gt;
==Roleplay Tips==&lt;br /&gt;
* You most likely have a decent knowledge of people and medicines. Use it to help people.&lt;br /&gt;
* Feel free to play a nice guy, or the next House. Just make sure people get healed, it&#039;s what you&#039;re there for after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Medbay}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]] [[Category:Medbay]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=15739</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=15739"/>
		<updated>2020-07-02T19:41:40Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Great Houses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = X&#039;yr Vharn&#039;p&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = Sol Common/Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|The Imperial standard of House Keeser, intended to represent three nation states of old Moroz that formed the basis of the Empire of Dominia.]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
A  heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the X’yr Vharn’p system. This autocratic state is ruled by His Imperial Majesty Emperor Boleslaw Keeser I. The Empire of Dominia was proclaimed in 2437 by Unathi raiders and human nobles on the planet of Moroz, a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes a lifetime or more to pay off. Indebted citizens form an underclass in Dominia, but those in the Empire&#039;s core worlds are generally able to pay their debt off. Those that cannot are derogatorily referred to as Ma&#039;zals. Many in the Empire follow a strict code of honor. The Empire of Dominia is considered by many to be a threat to the sovereignty of frontier systems.&lt;br /&gt;
Imperial society is a society divided more by class than by species or ancestry. The Mor’iz’al blood debt is a very important part of Imperial society. The history of the planet of Moroz stretches back to the 22nd century. The core planets of the Empire are found in the X&#039;yr Vharn&#039;p System, with the middle empire forming the nearby systems. “In the Goddess’s Name, So Shall It Be Done” is the national motto, alongside the unofficial motto of “Democracy is a Codeword for Plutocracy.” The state religion of the Empire is led by the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law. The Empire remains diplomatically isolated, with little official representation in most areas.&lt;br /&gt;
&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
The total population of the Empire roughly nine billion based on the 2459 Imperial Census. This population is spread out over the Empire’s multiple systems. Citizens from the Inner Empire (Moroz, Sparta, Spartan Station, Lyoid Primary) tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunals power. Citizens within the Central Empire (Alterim Obrirava, Tribunal&#039;s Joy, Ignomni Balteulis, and Greensands) are considered to be more moderate yet still devout and loyal, primarily being Morozian colonists sent abroad.&lt;br /&gt;
Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to be lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier sujects have a reputation of being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions. For more information on Dominian Culture, see here.&lt;br /&gt;
====Moroz====&lt;br /&gt;
&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompasses around 70% of the planet’s surface. The seven major cities on the planet are connected by the Imperial Railroad, a popular activity being a round trip across the planet on this massive rail system. Most settlements are dotted around the equator of the world, though some outer villages and cities are located in the sparse, frigid northern regions. The citizens of these arctic regions are known for their endurance and survival skills causing many to be recruited into the Imperial Army. In recent years efforts have been made to reclaim the polar regions with the use of large Echelon Mirrors, large constructions which direct heat and sunlight into their local surrounding areas. These melt zones are then settled and cultivated. &lt;br /&gt;
&lt;br /&gt;
There is a growing rift between the &#039;original&#039; inhabitants of the polar regions whose rugged, survivalist lifestyle is being replaced by the ‘cushier’ urban migrants. Moroz is also home to the prestigious Juro School of Genetics and Bio-Sciences, a University focusing on genetic research and cross-species biology. Key tourist attractions include the polar tours, the Imperial Palace exterior with gardens and the four-meter phoron crystal statue of fifteen battle medal holder Immortal Tribunal Commando Kikari Azi in the Imperial Plaza.&lt;br /&gt;
&lt;br /&gt;
====Sparta====&lt;br /&gt;
&lt;br /&gt;
With 200 million people, Sparta has a thin but breathable atmosphere and largely unstable crust. It suffers from frequent natural disasters from earthquakes to volcanoes. Despite the violent geology making permanent habitation dangerous, the unstable crust contains an incredibly rich source of minerals and valuable ores that form the backbone of the local economy. Much of the steel and other metals used in the Imperial economy are mined here. The planetary capital, Raltabao, literally translated Red Castle, is home to the Imperial arsenal that it takes its name from.&lt;br /&gt;
&lt;br /&gt;
====Alterim Obrirava====&lt;br /&gt;
&lt;br /&gt;
Carrying around half a billion people and featuring a diverse biosphere and an environment similar to Earth’s, the population is rapidly growing after coming under Imperial control. In the capital of Ilstel, a bustling foreign merchant quarter can be found, with a diversity of goods to match the planet itself. After a proper government administration was established, surveys revealed that the planet may have been terraformed in the ancient past. Due to the secretive nature of the Imperial government there are no methods of confirming these claims of mysterious terraforming. &lt;br /&gt;
&lt;br /&gt;
====Alterim Balteulis====&lt;br /&gt;
&lt;br /&gt;
Often called by the equally popular name of Ignotum Balteum by the resident Unathi and populated by roughly 300 million, Alterim Balteulis is a dry world with a mixed climate of savannas, deserts and arid polar regions. The Temple of the Ancestors can be found in the planet&#039;s capital of Salstiliska. Many Unathi are known to dwell here and the Moroz Holy Tribunal&#039;s power is at its most potent. The Tribunal&#039;s influence here can even surpass the Emperor&#039;s in some cases.&lt;br /&gt;
&lt;br /&gt;
====Sun Reach====&lt;br /&gt;
&lt;br /&gt;
A recent addition to the Empire, Sun Reach is the least populated major world in the Empire, with around 500 thousand people. The planet, taking its name from its largest settlement, is itself mostly covered in primitive algae with a low level of biodiversity - a young world.&lt;br /&gt;
&lt;br /&gt;
====Other Worlds====&lt;br /&gt;
&#039;&#039;&#039;Lyoid Primary&#039;&#039;&#039; - Mining colony based on Moroz&#039;s airless moon Lyoid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spartan Station&#039;&#039;&#039; - High orbit merchant and mining station above the planet Sparta. Has a high concentration of secondary [[Offworlder Humans]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mo&#039;zal Station&#039;&#039;&#039; - Prison station located on the edge of Dominian space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribunal&#039;s Joy&#039;&#039;&#039; - Colony based in central Dominian space. Self sufficient economy exporting large quantities of lumber and livestock/meat to the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greensands&#039;&#039;&#039; - Colony based in the inner regions of Dominian space. An Empire dependent import colony whose main export is minerals and metals, namely largely radioactive fuels. Named after the uranium rich yellow/green sands across large parts of the world.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zal&#039;laken&#039;&#039;&#039; - Colony based in the outer regions of Dominian space. Empire dependent import colony whose main purpose is as a strategically important location for military maneuvers. It has a booming Thunderdome community and hosts both death match tournaments and standard holo-tournaments. Its economy is largely service based.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Dominia accepts the Galactic Credit like the rest of the galaxy, but to the Sol Alliance and NanoTrasen&#039;s frustration Dominian systems continue to use the Imperial Pound as a local currency, a currency backed in precious metals by the Imperial Bank of Moroz. There is incredible stratification of living standards in the Empire. There is a very large underclass in Imperial society formed by non-Morozian imperial subjects (Ma&#039;zals) which are allocated by the Emperor every year to the major houses. These indebted laborers are used for all sorts of labor, from farming, to industrial work, to accounting, craftsmanship, and more. &lt;br /&gt;
The Great Houses are very powerful movers in the Imperial economy, dominating several key industries such as defense, agriculture, banking, and research. These quasi-corporations are some of the largest employers. The middle class in the Empire, largely consisting of freemen, is small but expanding as parts of the still isolated Empire begin to integrate into a larger galactic economy. Much of the middle class comes from former Fisanduh, and is concentrated in the few large cities.&lt;br /&gt;
Defense industries, raw resource production, and agriculture are the largest sectors of the Empire&#039;s economy, with recent years&#039; modernization efforts making the latter two increasingly lucrative. Consistent expansions of the Imperial Military&#039;s budget have seen a rapid growth in all types of equipment production and research for the Army and Navy, a sector dominated by houses Han&#039;San and Zhao.&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
===Ethnic Groups===&lt;br /&gt;
* 76% Morozian Humans&lt;br /&gt;
* 20% Ma&#039;zal Humans&lt;br /&gt;
* 3.0% Unathi&lt;br /&gt;
* 1.0% Alien (Skrell, Tajara, Dionae, other)&lt;br /&gt;
&lt;br /&gt;
The state religion is the Moroz Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
Dominians, especially members of Houses, follow a strict code of honor similar to that found in Unathi culture. For more information see: [[Dominian Culture]]&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all consuming imperial bureaucracy. The &#039;&#039;&#039;Imperial Cabinet&#039;&#039;&#039; and &#039;&#039;&#039;Imperial Diet&#039;&#039;&#039; are major parts of the government.&lt;br /&gt;
&lt;br /&gt;
====Imperial Cabinet====&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
&lt;br /&gt;
*High Lord General of His Majesty&#039;s Imperial Army: Kasz Han’San (Unathi)&lt;br /&gt;
*Colonel-in-Chief of His Majesty&#039;s Special Operations Group: Maxillius Alze (Human)&lt;br /&gt;
*Grand Admiral of His Imperial Majesty’s Fleet: Huiling Zhao (Human)&lt;br /&gt;
*High Seneschal of His Majesty&#039;s Justice: Ngo Juric (Human)&lt;br /&gt;
*Chief Commissioner of His Majesty&#039;s Imperial Military: Eliza Volvalaad (Human)&lt;br /&gt;
*Chief Commissioner of Economic Development: Izla Caladius (Human)&lt;br /&gt;
*Chief Commissioner of Imperial Sovereignty: Oalz Han&#039;San (Unathi)&lt;br /&gt;
&lt;br /&gt;
===Imperial Diet===&lt;br /&gt;
&lt;br /&gt;
The Imperial Diet, composed of the House of Lords and the Lords-Spiritual, is the origin of legislation in the Imperial government. While Emperor Keeser rules with absolute authority, capable of rewriting law with unchecked power, the normal legislative operations of the government are handled within the House of Lords. The Diet is where the Emperor has the most direct way of coordinating with and hearing the concerns of the aristocracy, but as the absolute monarch it is the Emperor’s privilege to completely sideline the Diet if he so wished - but this would be dangerous. &lt;br /&gt;
&lt;br /&gt;
The members of the House of Lords appointed by the Emperor, while the Lords-Spiritual are appointed by the Tribunal. The House of Lords handles secular matters, while the Lords-Spiritual handles religious matters. When the lines between these two become blurred, matters are normally decided personally by the Emperor.&lt;br /&gt;
&lt;br /&gt;
===Planetary Governance===&lt;br /&gt;
Lord-Generals represent the Emperor’s imperial will on the different territories held by the Empire, each with their own sprawling bureaucratic system under them to assist in governance. Appointed from the ranks of the prominent generals of the Imperial Army, these skilled and loyal soldiers govern in the Emperor’s name, with vast authority to achieve the goals set by the Emperor and the Imperial Diet. These governor-generals also command Army units garrisoned in their provinces.&lt;br /&gt;
&lt;br /&gt;
===[https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia_Great_Houses Great Houses]===&lt;br /&gt;
A moniker for the fi[[The Lost House|ve]] most prominent Houses in the Empire, these families are some of the most powerful political and economic influences in the Empire. They currently consist of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Han&#039;San&#039;&#039;&#039;- House Colors: Green Shades - A Unathi dominated house. Largely a military and martial clan, it provides a large number of officers to the Imperial Military.&lt;br /&gt;
*&#039;&#039;&#039;House Volvalaad&#039;&#039;&#039; - House Colors: Blue, Black - A Human dominated house. This house&#039;s wealth is in genetics and biological research. Of all the Great Houses, House Volvalaad is the biggest supporter of the empires integration into the wider galactic community.&lt;br /&gt;
*&#039;&#039;&#039;House Kazhkz&#039;&#039;&#039; - House Colors: Orange, Red, Yellow - A Unathi dominated house. The wealth of the clan is in its privateer enterprise. Of all the Great Houses, House Kazhkz is the most against the empires integration into the wider galatic community.&lt;br /&gt;
*&#039;&#039;&#039;House Caladius&#039;&#039;&#039; - House Colors: Purple Shades - A Human dominated house. This house&#039;s power lies in its money lending and banking, alongside it&#039;s many land holdings for which is receives a breathtaking sum in rent money.&lt;br /&gt;
*&#039;&#039;&#039;House Zhao&#039;&#039;&#039; - House Colors: White, Gray - A Human dominated house. The power of this great house sits in farming and its numerous naval contacts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peerage, Noble Orders, and Titles&#039;&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
A mixture of prestigious, now defunct hereditary titles left over from the previous nation-states of Moroz, wealthy land-owners, powerful aristocrats, and new appointments by the Emperor, these are respected individuals are at the peak of Dominian society, recognized with these honorary titles.&lt;br /&gt;
&lt;br /&gt;
Several honorary groups, ranging from knightly orders to civil exist, serving to recognize like-minded individuals or famous contributions to the Empire. Some of these are the Order of Ilyizev, the Knightly Order of Moroz, the Royal Order of the Feather, and the so-called &#039;Steel Sabers&#039;. The Steel Sabers are a prominent group of young, martially minded political radicals, pushing for militarily expansionist policies.&lt;br /&gt;
&lt;br /&gt;
===Judicial===&lt;br /&gt;
Judges in the Empire act as representatives of the Emperor, meting out justice in view of the laws and edicts in their appointed individual districts. They are chosen by the Emperor, with candidates normally being suggested by the dominant Great House in the area. Legal disputes unable to be decided by judges are referred to the Emperor himself.&lt;br /&gt;
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&amp;lt;div id=&amp;quot;EoDHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Initial Colonization===&lt;br /&gt;
The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the X&#039;yr Vharn&#039;p system, so named after an ancient crystal artifact of massive size and value found near the initial landing site. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engine that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
&lt;br /&gt;
But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years - the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that were surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony - unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
&lt;br /&gt;
===The Forgotten Colony===&lt;br /&gt;
After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Fisanduh - the name of the mountainous region in which they had settled - the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment, and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederate States of Fisanduh were formed. To the members of the Confederacy there was no such thing as a Primary, Secondary, of Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederate States are primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel were taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At Landing Site Telminia two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance were, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
&lt;br /&gt;
By 2300 these three groups had grown significantly from their original sizes. The Confederate States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occassional expedition due to the hostile attitude of the Holy Kingdom - occupying western areas surrounding the mountain range - and Imperial Alliance - occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2395.&lt;br /&gt;
&lt;br /&gt;
===2395 - The War of Moroz===&lt;br /&gt;
Lasting a period of almost forty years, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devestated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it rapidly became a stalemate when the mountain range was reached by Coalition forces. The Confederacy was on its home terrain, had fortified the passes through the mountains heavily, and was not willing to give territory up to what its citizens viewed as bloodthirsty imperialist invaders. The full might of the Confederate State&#039;s industrial economy was brought to bear to produce the materials needed to defend its harsh mountainous environments, with factories producing everything from winterized uniforms to artillery shells, while the Coalition turned its biological prowess towards beating their way through the mountains. The foundation of the modern geneboosted Primaries, often-titanic examples of humanity stretching upwards of seven feet into the air, originate from this effort to produce more effective soldiers.&lt;br /&gt;
&lt;br /&gt;
While the Coalition tried their best to break through, they could not. Shell after shell of artillery rained down from the Fisanduh Mountains as the war continued, turning the foothills were assaults would originate from into blasted moonscapes where the very ground became poisoned from residual gunpowder and un-exploded munitions. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and what the Confederate States viewed as a war for their very existence. One side would not stop until their conquest was over, and the other side intended to fight until the bitter end. The Confederate States were diverting more and more of their economy towards the war as the years turned to decades, and were approaching a kind of white peace as the Coalition became more and more worn down by reports of losses for what they saw as very little gain. Then, in 2437, after forty-two years of war, the balance of power shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
===The Lightning War===&lt;br /&gt;
In late 2436 the Imperial Alliance and Holy Kingdom, worn down by nearly forty years of continuous fighting, made a desperate move. House Zhao was confident in its ability to launch a functional spaceship after decades of research alongside House Volvalaad with the aim of seeking support for their holy war outside of the system. A Captain from the Holy Kingdom, Stanislav Olkhovsky, was chosen for his exceptional faith in the Morozian Holy Church - the colonial religion of the Alliance and Kingdom, descended from Eastern Orthodoxy. As Captain Olkhovsky and his crew launched, they were firm in their faith that they would find somebody (or something) to aid them. After several months of drifting, they were hailed by the pirate fleet of S’kraskin Seryo. Using a human pirate to interpret from Tradeband to Tau Ceti Basic, Captain Olkhovsky laid out his requests of Seryo. They would help them gain victory over the Confederacy in return for land, power, and the ability to establish two great houses upon Moroz. Seryo, with the devastation of the contact war fresh in his mind and the prospect of an entire planet to potentially rule, agreed.&lt;br /&gt;
&lt;br /&gt;
Upon arriving in the capital of the Imperial Alliance, Nova Luxembourg, Captain Olkhovsky and Seryo were hailed as agents of the divine Goddess themselves and greeted as a sign of divine favor over the Confederacy&#039;s forces. The Confederate States, for their part, prepared for the assault of this new species. However this did not prepare them for an orbital assault by the unathi on all their major cities, including their capital of Neubach. The government of the Confederate States never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and send its government and military into an insurgency. The last Prime Minister of the Confederate States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederate States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; This spirit of defiance continues up until the present day. The Imperial forces that came to occupy the former Confederate States after this lightning assault reported no resistance whatsoever, but constant signs that the citizens of the region were preparing to stand against them. The army of the States had simply vanished, its factories had disappeared, and its citizenry had ripped up road signs across the territory.&lt;br /&gt;
The second phase of the so-called &amp;quot;Lightning War&amp;quot; was more cultural than military. Seryo, realizing what power he held over the native population of the planet due to being seen as the &amp;quot;Goddess&#039; herald&amp;quot; by the more religious segments of the society, exploited his status to crown himself the &amp;quot;Goddess&#039; chosen ruler&amp;quot; of the newly-proclaimed Empire of Dominia. The years that followed his coronation on the 29th of June, 2437, would be a time of great change for Moroz. However, not all change was to be for the better.&lt;br /&gt;
&lt;br /&gt;
===The Reign of Emperor Seryo I===&lt;br /&gt;
In order to reign over an entire planet rather than a pirate fleet, Emperor Seryo I needed trusted advisors he could rely upon. These advisors became the first Lords of House Han&#039;San and House Kazkhz. These Great Houses had the influence and power needed to strengthen the throne, and were major contributors to the Imperial Alliance&#039;s monarchy and class system being spread throughout most of the planet outside of the former Confederate States - now cut off behind their heavy mountain ranges and mostly deserted (or so it would seem). The Moroz Holy Tribunal additionally originated in this period, thanks to the influence of the Unathi houses. However, despite his talented advisors, Emperor Seryo turned out to be anything but competent. He was vain, cruel, and utterly unable to manage a real economy. Within months of his ascent to the throne, the heads of House Han&#039;San and House Khahkz were running the fledgling Empire of Dominia, and within a year&#039;s time they were conspiring with some human-dominated houses to overthrow the new Emperor in favor of one that would be more qualified. After some political maneuvering, Emperor Seryo was removed from the throne politically rather than violently. The heads of House Han&#039;San and House Khahkz were each poised to take the throne, yet neither did. In their greed to ascend to the throne, the great lords of both house sent assassins after one another, and both were successful, killing both soon-to-be rulers. With these two powerful lords dead due to their own hubris and greed, Unathi saw no clear successor to the throne. Humans, however...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Ascent of Emperor Boleslaw Keeser I===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
Boleslaw Keeser was, during the course of the War of Moroz, a freeman of the Imperial Alliance that rose to prominence due to his abilities as a manager of rail networks. Eventually, by 2432, he had rose to be Minister of Transportation for the Imperial Alliance - and, in the process, had earned a significant fortune for himself as well as a multitude of noble connections. There were many attempts by the human Great Houses to induct his family into their ranks, but all were rejected. With the victory of the Imperial Alliance over the Confederate States apparent in mid 2437, Keeser opted to finally accept an invitation to a great house, becoming Lord Boleslaw Zhao before Goddess and man. In the vacuum of power following the departure of Seryo I from the imperial throne, the relatively young, intelligent, and influential Zhao managed to quickly maneuver himself into the imperial throne to the absolute joy of his House. However, Boleslaw did something unexpected - he rejected his Zhao surname and took up the name Keeser once more, in order to demonstrate that the Emperor owed fealty to none of the GreatHouses and that all would be considered equal in the eyes of the throne. Though there were grumbles of discontent from House Zhao, Keeser I was able to outmaneuver his opponents via control of the economy and Imperial Army, and by staying on the good side of all other Great Houses. The Dominian Empire, under the keen mind of Keeser, has seen a period of absolute prosperity in the decades since his ascent. There are, however, problems in the homeland.&lt;br /&gt;
&lt;br /&gt;
====The Imperial Occupation of Fisanduh====&lt;br /&gt;
In the meantime settlers of the Fisanduh region from the greater Empire became extremely rare, due to massive hostility from the native population. Settlers often reported having bricks thrown through their windows, effigies of Keeser burnt on their properties, were typically declined employment in Fisanduh-run businesses, and saw extremely low rates of attendance at Tribunal festivities and churches. The Fisanduh town of Vasychevo is well-known for having a church attendance of zero non-Imperial citizens, until its church was shuttered fifteen years after its establishment. The initial Imperial bureaucrats and clergy sent to Fisanduh often returned demoralized and infuriated (and often complaining that citizens of the former Confederate States would refuse to give them the time of day). Most pettily, a Tribunalist priest once claimed that a Fisanduh supply truck had opted to move fifty Kilometers under the speed limit in a no passing zone, causing him to be two hours late to a sermon. This was not an isolated incident, as Fisanduh was ful of these signs of defiance - some large and noble, some small and petty.&lt;br /&gt;
&lt;br /&gt;
In an attempt to bring their new province under control, the Empire escalated by sending firebrands to Fisanduh. These firebrands found very little success at best, and death at worst. The situation in Fisanduh continued to escalate as the 2430s, then the 2440s, dragged on. The Empire had a poor foothold at best, and there were rumors that the Fisanduh resistance (now, by this point, violent) reached further than the Empire knew. When Emperor Keeser attempted to formally enforce control in 2440 via an order to convert to the Holy Tribunal at the sword enforced by the Imperial Army, fears about the capabilities of the Fisanduh resistance would be found to have underestimated the resistance.&lt;br /&gt;
&lt;br /&gt;
====The Fisanduh Freedom Front====&lt;br /&gt;
Active from 2437 to the present day as part of Plan SCRAM, the FFF (or 3F to some), the Fisanduh Freedom Front entered into a period of mustering for almost fifteen years following the defeat of the Confederate States in open battle, gradually building up their strength. The Freedom Front is rumored to have been active formally since the day the Confederate States fell, they reemerged dramatically in 2440. While the order formally came into effect on 15 November, 2440, its enforcement was intended to take place starting on the twentieth of the same month to allow the Imperials a chance to celebrate Navy Day. On November 18th two Imperial Navy light cruisers - the Arbiter and Outrider - detonated violently in their drydocks in New Luxembourg. The Arbiter remained in its elevated drydock moorings, but the Outrider managed to slip out of its dry-dock after the first blast. Observers first reported the Outrider starting to slide out, then a massive explosion (later revealed to be its power magazine) split the ship in two, with one half remaining attached to the dry-dock, while the other fell out of its moorings and into the naval armament plant beneath the dock, causing massive damage to the facility. The exact number of dead has never been revealed by the Empire of Dominia, though the cruisers were written off as unable to be salvaged. Shortly after the detonation, an organization known as the Fisanduh Freedom Front claimed responsibiity for the attacks, with a man identified as &amp;quot;Svetovid&amp;quot; standing in front of the Confederate State&#039;s flag claiming that more attacks would come if the Empire continued its efforts to subjugate Fisanduh. The Emperor, not wanting to lose face to what he saw as dishonorable terrorists, continued his efforts to subjugate Fisanduh.&lt;br /&gt;
&lt;br /&gt;
More attacks came. None were on the scale of the Navy Day attack, but they were a constant threat to the Empire in Fisanduh. Nail bombs arrived to important officials in Fisanduh, Tribunal temples were firebombed, buildings of the Imperial bureaucracy were detonated - some through car bombings, others through tunnels being physically dug beneath them. It became apparent that 3F was, despite Imperial efforts to pacify the province earlier, essentially the shadow government of the entire province. Many of 3F&#039;s fighters were veterans of the War of Moroz, and were still able to stand and fight despite their age. The &amp;quot;shadow state&amp;quot; supporting them was able to withstand the Imperial Army&#039;s efforts to root it out, proving to be extremely flexible and resilient. Losses on the part of the Imperial Army began to mount, and maimed soldiers marching back from Fisanduh became a common sight in the border provinces to it. The insurgency has continued since 2440 without signs of stopping, though it has waxed and waned. Throught the propaganda machine of the Empire, the greater body of Imperial citizenry began to hate 3F and the democractic movement it stood for. Through their brutal actions, the greater Empire became hated by Fisanduh. The intensity of the insurgency, and of the Imperial counter-campaign has wound down in the past seven years - Emperor Keeser has mostly withdrawn from Fisanduh, while 3F has decreased its activities outside of Fisanduh as the occupation has retreated. Present-day Fisanduh is an area that is, in many places, devastated by war. It remains an area of the Empire that most Imperials do not go to, and a source of conflict in the Imperial government. Should they attack Fisanduh again, or should they expand outwards?&lt;br /&gt;
&lt;br /&gt;
===The Reign of Emperor Keeser I===&lt;br /&gt;
Skillful work by Emperor Keeser has helped mend the seemingly insurmountable gap between the foreign Unathi and native Morozi population, united in a new loyalty under the Emperor and Tribunal. With constant public appearances, charity work, and speeches, all often hand in hand with an Unathi noble, he has, at least on the surface, healed the gap between the two species over the past several decades. An uneasy melding of Unathi and Human culture has begun to take place, though tension still exists beneath the surface...&lt;br /&gt;
&lt;br /&gt;
With his consolidated power, Emperor Keeser has embarked upon numerous reforms and projects to improve the Empire. These range from research and infrastructure projects, military and naval expansions, to social and educational organization. In 2448, the Imperial Railroadwas completed, linking all of the major cities of Moroz together. Since its start in 2452, the Imperial Canal project to link the major inland seas has made steady progress.&lt;br /&gt;
&lt;br /&gt;
A timeline of events in his reign follows:&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2440&#039;&#039;&#039; he opted to attempt to enforce Imperial control over the province of Fisanduh.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2443&#039;&#039;&#039; he oversaw the creation of an outpost on Lyoid, Dominia’s moon. This served as a shipyard and stepping stone for Dominia to officially enter space. By 2444 Dominia’s growing military had begun expanding to nearby systems, starting with the planet of Alterim Obrirava.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2444&#039;&#039;&#039; the large pirate fleet Corsairs of the Eternal Raid attacked Dominia, providing an opportunity for the untested Imperial Navy to cut its teeth, fighting them to a stalemate. The pirate fleet was absorbed into the Dominian navy by treaty as privateers in later in 2444.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2445&#039;&#039;&#039; the Coalition of Colonies officially forms the “Coalition Against Dominian Piracy”; an additional pact between its members that would target Dominia financially and diplomatically after Boleslaw announced it would enter into a defensive pact with neighboring pirate fleets.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2446&#039;&#039;&#039; NanoTrasen officially entered into trade talks with the Dominian government, focusing on free trade and the so-called “pirate issue”. The talks broke down and a year later the Imperial Government condemned NanoTrasen, saying they would never do business with the corporation due to irreconcilable differences. They released several dramatic documents alleging genetic experimentation and human mistreatment in remote NanoTrasen labs, which NanoTrasen denied as ridiculous. With their business with NanoTrasen cut off, Dominia is forced to purchase its bluespace capable vessels and its entire supply of phoron through third party vendors.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2448&#039;&#039;&#039; a formal embargo is enacted against Dominia by the Coalition of Colonies and over a hundred affiliated Frontier systems. The embargo restricts the Empire’s access to phoron and bluespace capable ships. Cut off, the Empire is forced to rely on its backup warp engines, which drastically reduce their capability of traveling between star systems as they nurse their dwindling resources. This chain of events has dramatically reinforced calls for self-sufficiency and autarky within the Empire.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2450&#039;&#039;&#039; Emperor Boleslaw declared involuntary servitude illegal, still leaving the much larger system of the Mo’ri’zal debt in place. In response, the embargo against Dominia is lifted by the Frontier organizations and Tau Ceti ends its own travel ban on Dominia, officially allowing its citizens to travel to and work outside the Empire. Coincidentally, reports show that the end of slavery came as Dominia’s phoron reserve was down to a month’s supply.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2451&#039;&#039;&#039; Necropolis Industries officially announced its partnership with Dominia would start in June of 2451, though some independent observers noted that facilities resembling Necropolis ones had existed on the planet since early 2440.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2452&#039;&#039;&#039; the Emperor once again entered talks with NanoTrasen at the behest of House Volvalaad, ultimately resulting in the corporation and Imperial government reaching an agreement regarding trading and piracy. The opening of Dominia to the greater market of NanoTrasen has allowed for the Imperial Navy to rapidly expand its capabilities in the past decade, though the fully assembled Coalition of Colonies Deep-Space Fleet still outclasses it badly according to recently released figures.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2455&#039;&#039;&#039; Emperor Keeser began a gradual withdraw from Fisanduh, having seen defeat in its mountainous territories. The province reverts to the droll Imperial title of &amp;quot;semi-autonomous region.&amp;quot; He instead opts to expand the Empire&#039;s borders in the void of space (in order to save face, according to some critics), and begins a campaign of conquest and colonization.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;2462&#039;&#039;&#039; the Emperor continues to reign over Dominia: a young empire with bubbling internal strife.&lt;br /&gt;
&lt;br /&gt;
==Dominian Society==&lt;br /&gt;
&lt;br /&gt;
===Primaries===&lt;br /&gt;
The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederate States) of this social class are not typically found in Fisanduh due to its lack of a nobility, and can reach heights of six feet in both genders.&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
Average Female Height: 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
Dominian Unathi also fall into the category of &amp;quot;Primaries&amp;quot;. They are usually descendants of the Unathi raiders who invaded Moroz or recent immigrants from the Hegemony.&lt;br /&gt;
&lt;br /&gt;
===Secondaries===&lt;br /&gt;
Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population, but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries from outside Fisanduh tend to be smaller and thinner than their counterparts in Fisanduh, and Secondaries as a whole tend to be smaller than Primaries (though there are exceptions). Secondaries represent a more diverse social class than the Primaries do, but are a part of the same ethnic group as the Primaries. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederate States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 5&#039;9&amp;quot; (add three to four inches if from Fisanduh)&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;4&amp;quot; (add three to four inches if from Fisanduh)&lt;br /&gt;
&lt;br /&gt;
===Ma&#039;zals===&lt;br /&gt;
A blanket term used to refer to those citizens -  or subjects - of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Ma&#039;zals that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals are also often conscripted into the Imperial Army or Imperial Navy, and can be found throughout the Empire.&lt;br /&gt;
&lt;br /&gt;
===Morozian Humans===&lt;br /&gt;
Called either Dominians (a general descriptor commonly used outside and inside of the Empire), Confederates (referring time those from Fisanduh), or Imperials (a derogatory term for Dominians) the human population of Dominia is a diverse yet highly class-based society. Morozian humans are descended from a United Nations colonization effort and their ancestors came from all across the Earth. Old divisions of nationality have been burnt away by both time and distance from Earth, and the Morozians are now divided into two major social groups: Primaries, the upper class, and Secondaries, the commoners. It is not uncommon for Secondaries to be elevated to the rank of Primary within the Empire, and many Morozians believe that with hard work and the favor of the Goddess anyone can reach the ranks of the nobility.&lt;br /&gt;
&lt;br /&gt;
===Geneboosting===&lt;br /&gt;
A technique dating back to the War of Moroz, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used for improving the Imperial Army&#039;s officer corps, before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. This form of genetic modification is limited to the nobility due to the high cost, and has only been in use among the Dominian primaries belonging to rich houses during the past thirty-five years. The effects lead to enhanced attributes and appearances. Geneboosted playable species tend to be a foot or so taller than average (upwards of seven to seven and a half feet for humans) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s preexisting gene boosting techniques have not yielded results.&lt;br /&gt;
&lt;br /&gt;
===Dominian Heads of Staff===&lt;br /&gt;
Due to the relative isolation of the Empire, combined with its fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard NanoTrasen facilities such as the NSS Aurora. Those that do pass through the hurdles needed to become a head of staff are typically considered to be liberals (or, alternatively, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad. Nevertheless, they must still go through a great amount of orientation in order to adapt to life in Tau Ceti. Dominian captains are generally not hired by NanoTrasen, due to the Empire emerging onto the galactic stage recently and concerns that Dominians, with their atypical views, would poorly represent NanoTrasen on the galactic stage. Loyalty implants are considered acceptable under the thirty-third edict.&lt;br /&gt;
===The Dominian Ideal===&lt;br /&gt;
The “Dominian Ideal” refers to a belief that - through faith and loyalty in both throne and altar - one can overcome their circumstances of birth and become a true Dominian. Immigrants are generally rare, despite this Ideal, and those that do aspire to the deal are often imperial subjects from recently occupied territories that have opted to bend the knee. In many circles in the Empire’s more recently conquered territories, the Idealists are viewed as the worst form of traitors. In the Coalition of Colonies and Republic of Elyra, the Dominian Ideal is often viewed as just another form of Dominian slavery.&lt;br /&gt;
&lt;br /&gt;
===[[Languages]]===&lt;br /&gt;
Several languages are spoken in the Empire of Dominia. Among the aristocracy, speaking a fluent Tradeband or Tau Ceti Basic is seen as part of a good upbringing, while Unathi in the Empire speak Sinta&#039;Azaziba, the archaic form of Sinta&#039;Unathi. The middle and lower classes speak a regional dialect of Sol Common known as Vulgar Morozi, which to foreign listeners sounds archaic and formal. Imperial citizens who did not speak Basic from birth often speak in an overly formal and somewhat slow manner because of this. Many burghers in the middle class speak Tradeband to some degree. Freespeak is detested in the Empire, being associated with barbarism and corruption. It is often referred to with the pejorative of &#039;gutter&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Mo’ri’zal===&lt;br /&gt;
&lt;br /&gt;
Each citizen incurs a personal debt to the Emperor at birth for the privileges of citizenship in the Empire, a sum assessed per person at birth, but usually high enough to require nearly a lifetime of labor. &#039;&#039;&#039;This practice has been criticized as merely a polite form of serfdom by foreign observers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite this heavy burden, there are benefits to Dominian citizenship. A degree of healthcare, education, and assistance are guaranteed, especially for those who perform better then average according to the calculations of the labyrinthine Imperial bureaucracy. &lt;br /&gt;
&lt;br /&gt;
===Imperial Aristocracy===&lt;br /&gt;
&lt;br /&gt;
The elite of Imperial society, these wealthy and influential families enjoy the best opportunities and lifestyles available in the Empire. The five most prominent of these, known as the Great Houses, are some of the most powerful influences in Dominia, with vast wealth and sweeping control of industry. Alongside them are numerous Minor Houses, which range wildly in size. Aristocratic Houses are a unique blend of oligarchy combined with a structure similar to that of mercantile families and Unathi clans. &#039;&#039;&#039;These influential houses are not feudal nobility. The distinguishing difference between the aristocracy and freemen is sufficient wealth to pay off their children’s Mo’ri’zal debt at birth.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They are led by a Lord Noble, below which are the Minor Lords, followed by House Nobles, and finally Minor Nobles on the bottom. Each House has a share of the Mo’ri’zal debt allocated to them based upon need and importance. This allocation takes the form of the debtors, Ma’zals, which are used by the Houses as labor.  Previously, the Houses were able to purchase and own slave labor, but this was decreed illegal by Imperial edict in 2450. &#039;&#039;&#039;All ‘nobles’ of a house share the same last name. If part of a House, players will only be able to play as a House Noble or lower. Players can either be a member of a Great House or their own Minor House.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The small and growing middle-class of the Empire, consisting of citizens no longer burdened by the Mo’ri’zal debt but not members of a Great or Minor House. Permitted to vote in local elections, own property, and pursue any lifestyle they see fit, Freemen form the backbone of skilled labor in the Empire, with many achieving a college education and often working outside the Empire. It is not unheard of for these citizens to be adopted into a House, becoming members of the aristocracy. This is usually based upon demonstrating some use as well as sharing values with the House in question, though it is sometimes accomplished through cronyism.&lt;br /&gt;
&lt;br /&gt;
===Tribunal Commandos===&lt;br /&gt;
&lt;br /&gt;
An evolution of the Unathi concept of the Guwandi, in the event that a citizen becomes mortally ill, finds themselves lacking the pride, honor, drive to live, or simply become tired of their lot in life, forfeit their possessions and join the religious Tribunal Commandos, a near-suicidal military unit under the Tribunal and Imperial Military’s dual authority. Acting as the vanguard, distractions, and expendable forces, members of the Commandos are expected to die. A dishonored person who joins the Commandos is considered to have regained his reputation while serving in the unit, whether they survive or die in combat.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for young men and women with no real prospects to join the Tribunal Commandos, for a multitude of reasons. A Commando who survives an engagement is awarded a square, bronze battle medal. When ten are accrued, the soldier is offered a choice to remain as a soldier of the Tribunal Commando or be honorably discharged. Many members of the secretive Special Operations Group are recruited from the few surviving Commandos. Survivors are allowed to keep their medals and earn the title Ten Medal ‘Immortal Commando of the Tribunal’ as well as being inducted into the Order of Immortals. Surviving members also have their debt, and their children’s debt for two generations, removed with no conditions attached. &#039;&#039;&#039;A soldier who survives ten engagements is very rare.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===House Relations===&lt;br /&gt;
&lt;br /&gt;
To most within the Empire all of the aristocratic houses would appear to be unified under the Emperor and the Tribunal. The reality - known to those in the mid to upper levels of the aristocracy and the few citizens they interact with - is one of secret proxy wars and assassination. Most if not all houses strive for Great House status and the favor of the Emperor. As such, aristocratic houses tend to engage each other in secret conflict in attempt to usurp as much power as possible, be this through subtle economic embargo (over charging a competing house for critical services) low-key military interference (blockading a competitors space ports under the guise of policing) or house &amp;quot;accidents&amp;quot; (the heir to a house being poisoned by peoples unknown, a private shuttle experiencing unexpected engine failure). The Emperor and the Tribunal are aware of this and the Tribunal in particular goes to great lengths to ensure the masses are kept oblivious to this. Direct and obvious house competition is met with the wrath of the Imperial Military. &amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;~~+_&#039;&#039;:@~@~HOUse__HaRadis_---_liVEs&#039;[[}+_&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synth Relations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I&#039;m real! Just like any of you! Please Goddess save me! I&#039;m real!&amp;quot; Last words of Shell IPC T2332 aka Lì Olesk before permanent shut down, praise Goddess.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dominia is highly anti-synth stemming from it&#039;s relation to the Sk&#039;akh faith, as such any and all IPC&#039;s are sought out and destroyed upon entering Dominia space. Interestingly to observers, there seems to be a disproportionately high number of shell IPC&#039;s present in the sector compared to those beliefs. Special task forces have been set up under Section 0 to tackle this perceived threat to Dominia yet it is still not unknown for shells to flee the system in search of protection.&lt;br /&gt;
&lt;br /&gt;
Due to recent interstellar laws placed on Dominia as a result of the embargo by the &amp;quot;Coalition Against Dominian Piracy&amp;quot;, reported political dissidents seemed to have dropped to practically zero. However, an unprecedented rise in shells have been reported in the area shortly afterwards, with numbers of registered shells into the system not matching the reported numbers, but Dominia administration insists it&#039;s the work of Synthetic Liberation Front. They have been less than forthcoming with an evidence to back this claim however and the SLF have not come forward and reported any interest in Dominia, though given the reported nature of these shells (primarily in espionage, again according to Dominia), this is not entirely unexpected.&lt;br /&gt;
&lt;br /&gt;
Imperial citizens working abroad in human space often interact with synthetics. In foreign lands Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
&lt;br /&gt;
===Edict Breakers===&lt;br /&gt;
&lt;br /&gt;
Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space however, due to the nature of The Thirty Third Edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near passive-harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the law breaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from the Empire of Dominia are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have deeply religious views.&lt;br /&gt;
* Worship their state religion, the Moroz Holy Tribunal&lt;br /&gt;
* Have a strong dislike of Synthetics and robots.&lt;br /&gt;
* Have a strong dislike of those from the former Confederate States.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters from the former Confederate States are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Hold different religious views than their Imperial counterparts.&lt;br /&gt;
* Have been involved in the insurgency against the Empire.&lt;br /&gt;
* Have a strong dislike of unathi.&lt;br /&gt;
* Have an exceptionally strong dislike of Dominians.&lt;br /&gt;
* Be refugees from Moroz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unathi Characters specifically are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Speak Sinta&#039;Azaziba but not Sinta&#039;Unathi&lt;br /&gt;
* Worship their state religion, the Moroz Holy Tribunal&lt;br /&gt;
* Look down upon Unathi from the Izweski Nation/Izweski Hegemony&lt;br /&gt;
* Be more relaxed around humans and human culture.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Belai Janstane, 31, is a Station Engineer for NanoTrasen. He is a genial with those he knows and a hard worker.&lt;br /&gt;
* Janstane, like most Secondaries, is of average height at 5’7” with black eyes and closely trimmed black hair. Although he isn’t muscle-bound, he is lithe from many years of manual labor.&lt;br /&gt;
* Janstane, like the majority of Dominians, follows the Tribunal relatively devoutly, with a milder view of most Edicts. Hailing from the capital of Nova Luxembourg, he is descendant from several generations of freeman.&lt;br /&gt;
* Janstane, like all devout Dominians, loathes synthetic life. He has a positive view of Dominian Unathi, with a dislike of most other species.&lt;br /&gt;
* Janstane speaks Tau Ceti Basic with a fair grasp of Sol Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Seliza Kazhkz, 22, is a Cargo Technician for NanoTrasen. She is driven when she sets her mind to something, but often lazy.&lt;br /&gt;
* Kazhkz is an average 6’4”, with dark red eyes and dark green scales to match. Like many Unathi, she is relatively muscular.&lt;br /&gt;
* Kazhkz is a devout follower of the Tribunal subscribing to the Kael’kah school. She is from Alterim Balteulis, and is the child of some of the first Unathi to land in the now Empire, learning many important sailing skills from her parents. She is a Minor Noble.&lt;br /&gt;
* While viewing humans relatively positively, Kazhkz dislikes any distinctly Moghean Unathi.&lt;br /&gt;
* Kazhkz speaks Tau Ceti Basic and Sinta’Azaziba.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Aisha Kuanyshova, 52, is a chief medical officer for NanoTrasen. She is a hawkish woman with an eye for quality originally from the Confederate States. After fleeing Moroz, she opted to settle in the Coalition of Colonies.&lt;br /&gt;
* Kuanyshova is an average 5&#039;6&amp;quot;, with dark brown eyes and graying black hair. She is quite thin, and has a prosthetic right hand produced by Zeng-Hu.&lt;br /&gt;
* Kuanyshova is, like most Confederates, an atheist. She is from the suburbs of Neubach, and distinctively remembers the War of Moroz.&lt;br /&gt;
* Kuanyshova despises Dominians and unathi, but has fairly liberal views on synthetic life.&lt;br /&gt;
* Kuanyshova speaks Tau Ceti Basic and Sol Common, along with rusty and badly-accented Tradeband.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=15543</id>
		<title>Template:Navbox Human Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=15543"/>
		<updated>2020-06-23T21:11:13Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: no soy(merchant society yeeted)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | [[:Category:Humanity|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Human Lore&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#fff&amp;quot; colspan=&amp;quot;2&amp;quot;| General&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Notable Humans]] · [[Timeline of Humanity]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#776be3&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Biesel]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Biesel]] · [[Mendell City]] · [[New Gibson]] · [[Odin]] · [[Tau Ceti Foreign Legion]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#C89024&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Sol Alliance]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Earth]] · [[Mars]] · [[Luna]] · [[Venus]] · [[Jupiter]] · [[New Hai Phong]] · [[Mictlan]] · [[Silversun]] · [[Konyang]] · [[Sol Alliance Military]] · [[Sol Alliance History]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#db7070&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Empire of Dominia]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Dominian Culture]] · [[Dominian Honor]] · [[Moroz Holy Tribunal]] · [[Empire of Dominia Great Houses|The Great Houses]] · [[Empire of Dominia Military|Dominian Military]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#818f8e&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Eridani Federation]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Eridani Federation Military]]  ·  [[Oran]]  ·  [[Akhet]]  ·  [[Set and Nebthet]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#dbcd70&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Elyra]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Medina]] · [[Aemaq]] · [[Elyra Military]] · [[Elyra Culture]] &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#70b0db&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Coalition of Colonies]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xanu Prime]] · [[Himeo]] · [[Vysoka]] · [[The Techno-Conglomerate]] · [[Scarabs]] · [[The Trinary Perfection#Notable Locations|Orepit]] · [[Burzsia]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=15541</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=15541"/>
		<updated>2020-06-23T20:51:04Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Crosk_pixel.png|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
The second planet from the star of the Asoral system, the hot and arid planet of &#039;&#039;&#039;Crosk&#039;&#039;&#039; is crisscrossed by immense canyons and valleys due to its active tectonic history. The planet is considered to be under the control of the Coalition of Colonies and has a fairly small population of only two-hundred million across its surface. Due to the planet’s size (estimated as 75-80% the size of Earth) this means that its surface is sparsely populated, with most settlements situated around the poles of the planet due to richer mineral veins there. This means that the rest of the planet is sparsely inhabited outside of a few small settlements - most of which also exist around naturally occurring mineral deposits that justify the town’s existence for as long as they are productive, and prove to be its undoing as soon as the nearby vein (or veins) dry up. The surface of Crosk is often covered in these small and abandoned prefabricated mining settlements, with their populations having moved on now that the mineral wealth in the region has been depleted.&lt;br /&gt;
&lt;br /&gt;
Due to the canyon-filled topography of Crosk, air travel is the preferred method of transit for most of the planet’s residents. While for most residents this often means turboprop-driven planes able to take off and land on short runways common on the planet, Crosk’s reliance on air travel has produced a thriving entertainment industry based around flying - with the more daring and death-defying the stunt the better its reception.&lt;br /&gt;
&lt;br /&gt;
The aviators of Crosk are a remarkably diverse population, and many of them come from off of the world. While many are human, a significant amount of the jockeys and their support are positronics of various frames with the most famous amongst them being the renowned PBU-9551 Team and their rival - Killswitch. Despite some controversies that IPCs are “too good” at Croskian racing due to their superior reflexes, positronics have continued to be extremely successful in Crosk’s racing circuit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The planet of Crosk was first settled by explorers, entrepreneurs, and prospectors from Xanu Prime in the late 2300s. Drawn by the planet’s material wealth rather than its climate, the first settlement on the planet was the city of Koratabad - established near the planet’s north pole in 2395. Koratabad was quickly followed by Gimcheon, the first settlement on the planet’s southern pole, in 2396. Conditions on the surface of Crosk had been discovered by scans as most pleasant at its northern and southern poles, and were the prime targets for settlement by the early prospectors of the planet. Early settlement quickly ran into some difficulties due to the nature of the planet’s surface. While not nearly as tectonically unstable as [[Medina]] in the Republic of Elyra, the surface of Crosk was covered in a tremendous amount of canyons and crevasses due to previous geological activity. Cities on the poles - the easiest area to build - are typically built into these canyons, which offer protection from the heat and dust storms of the surface, rather than around them.&lt;br /&gt;
&lt;br /&gt;
However over time it quickly became clear that the poles were not the richest parts of the planet, and more lucrative veins had been discovered around the middle section of the planet - particularly near its equator. Prospectors and other adventurers quickly set out to exploit this newly uncovered mineral wealth, but they rapidly ran into a problem: the amount of canyons and ravines made overland travel impractical and improbable, and the mineral veins themselves did not justify dropping supplies from orbit. However, veins near the poles were all claimed by companies by this point. To the new crop of miners and investors arriving on Crosk in the early 2410s, the question was one of bankruptcy by remaining in the poles where they had no resources to purchase or bankruptcy by dropping orbital equipment onto sites too small to support the drops. The solution that presented itself was an unusual one: fixed-wing aircraft and helicopters.&lt;br /&gt;
&lt;br /&gt;
The aviation industry on Crosk had, before the 2410s, been fairly successful and profitable due to the nature of the planet’s surface. Air travel, generally by fixed-wing aircraft, was the only practical non-spaceflight way to get from the northern to southern pole of the planet, and helicopters were often used to scout out new dig sites in the poles themselves. The miners of the 2410s used these same machines to move equipment and personnel cheaply and effectively from the poles to the veins surrounding the equator. These efforts found massive success as the profits from the equatorial veins caused more and more money to roll into their pockets, leading to larger and large airplanes, helicopters, and even zeppelins being built and utilized to move equipment as mines dried up and new ones needed to be rapidly established - typically unintentionally creating ghost towns in the process, dozens of which now dot the equatorial regions of Crosk.&lt;br /&gt;
&lt;br /&gt;
Over the years the many pilots employed on Crosk in a variety of craft developed a habit of racing informally to prove their mettle. While some opted for the highly dangerous technique of canyon racing - moving your vessel so low to the ground that you have no choice but to fly through the canyons that dot the surface - others pursued acrobatic excellence or pure speed. Gradually, over the years, these informal racing circuits coalesced into the Crosk Airborne Racing Network Asoral Orbital, which formally switched its name to the Asoral Orbital and Suborbital Racing Network in 2447 with the integration of Xanu Prime’s “debris runners.” IPCs, introduced onto Crosk as both industrial miners and lightweight pilots in the late 2430s, have long been a subject of some controversy in Crosk’s racing networks due to their superhuman reflexes.&lt;br /&gt;
&lt;br /&gt;
The Crosk of today continues to remain an industrial and mining powerhouse, and is regarded throughout the Orion Spur as the premier producer of atmospheric aircraft due to the amount of investment in its aviation industry and the experience of said industry’s engineers. Croskian sporting and racing aircraft are prized throughout the Coalition of Colonies and beyond for their high quality, though the majority of factories on the planet continue to produce aircraft for industrial use. IPCs, while still a minority on the planet, have achieved remarkable success in Croskian aviation, with the PBU-9551 Team and Killswitch - and their rivalry - achieving fame throughout the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
[[File:Crosk.png|An image of Crosk from orbit, displaying its large desert regions and the planet&#039;s central asteroid belt that makes most attempts to orbitally drop supplies into its equatorial regions impractical.|thumb]]&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
The environment on Crosk is entirely habitable but not exactly comfortable. The planet is fairly hot due to its closer than average proximity to its star compared to other habitable planets, and the planet tends to dwell in an eternal summer as a result. Despite this hot temperature rain, and life, are not uncommon on the planet and many organisms make their entire lives in the canyons that tend to be cooler than the planet’s surface - including most of the planet’s human population. The other major weather type on Crosk are its massive dust storms that tend to occur near the planet’s equatorial regions due to both large deserts and desertification caused by strip mining projects in the area. Some of these dust storms - sometimes called “Croskian Howlers” - are large enough to be seen from orbit, and may take several days to pass by an equatorial settlement due to their sheer size. Small mining settlements facing a Croskian Howler often simply cut their losses and leave, rather than attempting to endure upwards of a week of constant dust and sand howling through the air.&lt;br /&gt;
&lt;br /&gt;
The majority of the planet’s surface is covered in either environments resembling Earth’s savannas or deserts, with large forests only being present at the poles of the planet. The savanna regions are more common on the border regions of the poles, though they extend well into the equatorial regions of the planet where they often coexist alongside Crosk’s significant deserts. However, the massive amount of mining operations in recent years has caused the deserts to overtake some savannas, ultimately leading to massive desertification in some equatorial regions. Both the Croskian savanna and desert alike are crisscrossed by a variety of canyons, crevasses, and ravines. While there are less canyons near the poles of the planet, there are still enough to make overland travel outside of major settlements impractical for most vehicles.&lt;br /&gt;
&lt;br /&gt;
Xenoflora on Crosk is generally somewhat small and unspectacular outside of the poles, with most plants clinging to the ground to avoid storms. The savannas contain an exception to this rule, with the magnificently flowering taajratn tree rising several meters into the air and producing seeds able to roll for kilometers across the sands of Crosk. The kaantedaar is a native plant found in the northern polar regions that is notable for possessing barbed spikes along its entire trunk, preventing most attempts at harvesting it. Xenofauna is similarly small in most regions, with most creatures tending to keep to canyons to avoid the heat and dust. The zhanshi, a large lemur-like mammal roughly the size of a human child, is one of the planet’s most notable animals, due to its ability to fly long distances on the winds of Crosk’s savannas and deserts. This omnivore typically feasts on either the fruit of the taajratn or on small creatures it is able to catch using its spectacular sense of vision. Zhanshi possess opposable thumbs, and have been observed using primitive tools in their lives.&lt;br /&gt;
&lt;br /&gt;
==Life on Crosk==&lt;br /&gt;
In the eyes of some of its residents, “life on Crosk” is better described as “life in the air.” The various mining settlements of the planet and major cities of the poles both depend upon air travel to connect them with the greater planet due to the difficulties of Croskian terrain, and the overwhelming majority of settlements appropriately feature an airport or helipad of some kind. The majority of Croskian aircraft are, contrary to the image portrayed by the Asoral Orbital and Suborbital Racing Network of high-speed jets, humble turboprop fixed-wing aircraft designed to take off and land on runways that must, by the nature of Crosk’s limited non-canyon building space, often be only a few hundred meters long. Despite the difficulties presented in travel on Crosk, its cities are typically remarkably diverse in their populations due to the young nature of the planet and cosmopolitan nature of the Coalition of Colonies itself. IPCs of various frames form the largest nonhuman population on the planet, due to many being employed or used as pilots and miners.&lt;br /&gt;
&lt;br /&gt;
The vast majority of immigrants to Crosk are drawn by one of two things: its lucrative mining industry, or the thrilling adventure that flying on Crosk seems to present. Flying on Crosk has been heavily romanticized throughout the Coalition of Colonies, and nowhere is it romanticized more than on Xanu Prime - where the pilots of Crosk are typically seen as daring devil-may-care heroes and adventurers in popular media. Natives of the planet primarily tend to concentrate in the cities of the northern and southern pole and are more involved in the planet’s aviation industry than mining.&lt;br /&gt;
&lt;br /&gt;
Daring and dashing pilots aside, the less glorious mining industry of Crosk provides the majority of the planet’s GDP and has led to high living standards in the poles of the planet due to profits from the sales of raw materials and the aviation industry of the poles. While the poles are wealthy, the mining settlements in the equatorial region of the planet are often less wealthy and less permanent. These prefabricated settlements, often dropped from helicopters or from zeppelins depending upon their size, are intended to last for only twenty-or-so years, allowing the settlement enough time to clear out its nearby ores and then pick up and move to the next mineral deposit without much cost. The massive Croskian Howlers that sometimes ravage the equatorial regions make these settlements only more practical, due to the sheer destructive power Howlers hold. It is, in the eyes of Crosk’s mining companies, often better to evacuate entire mining settlements and rebuild them later rather than attempting to weather a Howler for a week or more.&lt;br /&gt;
&lt;br /&gt;
Croskian clothing is often light and intended to breathe easily despite multiple layers, in order to better withstand the temperatures and dust of the planet. Clothing is, surprisingly, heavier near the equator than it is in the poles due to the need to withstand dust storms. Facial coverings such as dust masks, respirators, and goggles are commonly worn in the equatorial region - where dust storms are often a common occurrence - but are rarely found in the planet’s poles, which never see dust storms. Aviation-inspired clothing is common on Crosk, with bomber jackets of all types of cuts being a common sight in the planet’s cities.&lt;br /&gt;
&lt;br /&gt;
===Aviation on Crosk===&lt;br /&gt;
A common saying on Crosk is that “Without aviation, there is no Crosk.” For the planet, this is absolutely true: the primary method of travel on Crosk is by the air in turboprop planes, the largest sport on the planet is orbital and suborbital racing, and Coalition surveys have found that there are more aircraft on the planet than any other form of transportation. It is estimated that upwards of 70% of non-IPC planetary residents over the age of twenty hold some form of Coalition of Colonies pilot’s license. The percentage of IPCs with a pilot’s license is estimated at 60% due to the amount employed as miners. There are a wide variety of aircraft utilized on Crosk, which can be divided into several categories.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fixed-wing aircraft&#039;&#039;&#039; are the most common form of aircraft on Crosk, with most being powered by turboprops. However, this category includes far more than the planes used by most mining companies. It includes everything from high-end racing jets, to spaceflight-capable racing craft, to massive cargo liners that routinely make flights from the north pole to the south pole and vice-versa, to AI-operated racing craft designed to perform daring stunts beyond anything a human is capable, and many more. The racing jets and craft of Crosk are often what comes to mind when the planet is mentioned to those that do not originate from it, due to the massive success of the Asoral Orbital and Suborbital Racing Network. Some of the most famous pilots in recent memory on Crosk are Henry “Bulldog” Newman - a human pilot from Xanu Prime with a flair for the dramatic, a famous mustache, and winning smile that famously ran the eight-canyon circuit of Crosk faster than any non-AI controlled plane - and Priya - a shell member of PBU-9551’s team originally from the Technoconglomerate renowned for her orbital flying.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helicopters&#039;&#039;&#039;, while lacking in the glamour and spectacle of their fixed-wing counterparts, are considered to be a vital part of the mining and racing industries on Crosk - even if they do not participate in races of their own. Despite their slower speeds helicopters are prized throughout the mining-focused equatorial regions due to their ability to take off and land on very limited space, and they are often utilized by mining companies to drop prefabricated buildings that will eventually become mining operations. Croskian helicopters are often quite large due to the power needed to lift and carry heavy mining equipment for long periods of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zeppelins&#039;&#039;&#039; are by far the largest category of aircraft utilized on Crosk, and they are generally used for the transportation of both industrial equipment and people. Nobody has been brave (or foolish) to attempt racing a zeppelin, due to the comparatively slow speed and enormous size of most Croskian zeppelins - some models can be as long as seven-hundred meters in length, though most are generally smaller than this. Zeppelins, due to their mammoth size, are typically used to haul both cargo and people across long distances on Crosk - particularly travel from the north to south pole, where a refueling point at the equatorial region is not guaranteed.One of the most famous zeppelin captains on Crosk presently is Aysilu Khidiatullina, a Fisanduhian refugee from Moroz who is one of the only zeppelin captains brave (or insane) enough to mount jet engines on their zeppelin - something that has made her zeppelin, the Fighting Fisanduhian, the quickest zeppelin on the planet.&lt;br /&gt;
&lt;br /&gt;
===Racing on Crosk===&lt;br /&gt;
The sport of orbital racing is why Crosk is known as more than just another Coalition of Colonies mining world, and the sport is almost as old as the colony is. While the massive Asoral Orbital and Suborbital Racing Network serves as the largest organization dedicated to the sport and broadcasts racing events all across the Orion Spur - including to Tau Ceti, where it has been a smash hit - a multitude of racing groups of varying sizes and fame can be found throughout Crosk. Orbital racing is seen both as a sport and as an art on Crosk, where the pilot produces a kind of modern-age dance via the motions of their aircraft as they carefully weave their way through obstacles ranging from canyon walls to dust clouds to asteroids and lasers. Despite safety protocols in place to ensure that pilots are not lost with their aircraft - aircraft that often run afoul of course hazards - danger is a real constant on the Crosk racing circuits. Racing on Crosk is divided into two categories, orbital and suborbital, with two leagues, organic and synthetic.&lt;br /&gt;
&lt;br /&gt;
While there are differences between both leagues, there are some common traits: almost all racers, be they baseline IPCs or humans from across the Orion Spur, make efforts to be unique and knowable - often becoming larger than life in the process. Pilots in the racing groups of Crosk must not only excel at controlling their aircraft in a variety of extremely challenging environments, they must also be able to carve out their own niche in the larger-than-life cast of characters that make up the famous pilots of Crosk. Famous pilots such as Henry “Bulldog” Newman or PBU-9551 are, arguably, their own media brands in addition to their racing accomplishments. Bulldog, for example, is often featured on advertisements for the Asoral Orbital and Suborbital Racing Network’s human league.&lt;br /&gt;
&lt;br /&gt;
The divide between organics and synthetics in the sport is due to long standing concerns on Crosk that synthetics were “too good” at piloting their craft in situations that required rapid responses due to their programming. AI-controlled vessels, in particular, were a major motivator for the creation of two leagues as a racer that is their ship is difficult for anybody to beat. &lt;br /&gt;
&lt;br /&gt;
The organic league of the Crosk racing circuit is the older and larger of the two leagues and generally focuses on suborbital racing, which is seen as both safer and more competitive by the mostly-human organic racers of Crosk. This is in part due to the background of most professional racers as pilots for the suborbital mining industry, and in part due to the simple fact that one can eject from their plane if needed and not be thrown into the void of space by their ejection seat. The organic league often views the suborbital league as having more potential, due to the greater variety of engines that function in an atmosphere. The races of the organic league often take place at breakneck speeds through the canyons of Crosk, with hundreds of cameras and an vast array of tracking beacons ensuring that their eager audiences have a good view of the ongoing race - and with racers going upwards of several hundred kilometers per hour, this vast array is absolutely needed. Natural obstacles are preferred, though sometimes artificial obstacles are thrown in to “spice up” races and present challenges to the skilled pilots.&lt;br /&gt;
&lt;br /&gt;
The synthetic league of the Crosk racing circuit is smaller and younger than the organic league, and tends to focus on spaceborne orbital racing - particularly in the asteroid belt that lines the middle of the planet. The highly-elaborate racing tracks of the synthetic league in the asteroid belt can extend for dozens of kilometers and are state-of-the-art constructions. To keep the audience both informed and entertained they are dotted with on board cameras, millions of tracking beacons to ensure a tally is kept regarding which rider is where, and countless hazards and obstacles - both artificial and natural. Due to the better reaction time of synthetic pilots and operators, their courses typically feature more hazards and are generally seen as the more entertaining of the races to watch by many fans. Despite this hazardous environment, the robustness of IPCs to damage and extensive safety measures mean that racers rarely sustain critical damage - even if their ships are destroyed. Due to taking place in the void of space, synthetic league pilots are often able to reach higher tops speeds than their organic league counterparts and can often be clocked screaming around their tracks at upwards of one-thousand kilometers per hour. The famous Renter Max is known to be a major sponsor of the synthetic league, funding the famous PBU-9551 and their team.&lt;br /&gt;
&lt;br /&gt;
===Major Settlements===&lt;br /&gt;
&#039;&#039;&#039;Koratabad&#039;&#039;&#039; is the largest and oldest settlement on Crosk, with roughly thirty-seven million permanent residents inside of its city limits. The city is located in the planet’s lush northern pole, and has a comparatively cool and wet climate compared to the rest of the planet. Koratabad is the center of Crosk’s aviation industry, and produces some of the highest-quality aircraft in the Republic of Elyra. The Crosk Institute of Aeronautics can be found here, and is regarded as one of the best engineering universities on the planet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gimcheon&#039;&#039;&#039; is the second largest settlement on Crosk, with roughly thirty million permanent residents inside of its city limits. Unlike Koratabad Gimcheon is located in the planet’s southern pole, and is slightly warmer than its northern counterpart. The city has a significant aviation industry, though Koratabad slightly outpaces it, and a massive industrial sector related to mining. Gimcheon is, interestingly, partially built into several canyons that surround it, which has led to the city possessing several different layers. Many residents joke that the city is built more vertically than horizontally.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ratchalang&#039;&#039;&#039; is one of the only permanent settlements in the equatorial regions of Crosk, with a small population of roughly eight million permanent residents. Due to its unique position in the savanna near the equator, the city serves as a major launching point for Asoral Orbital and Suborbital Racing Network pilots racing in the asteroid belt surrounding Crosk. Due to its position in the equatorial region, Ratchalang is sometimes battered by Croskian Howlers that plunge the city into massive dust storms for days at a time. The city has a large Elyran-produced energy shield to counter this, but dust remains a constant problem for the settlement.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=15309</id>
		<title>New Player Lore Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Player_Lore_Guide&amp;diff=15309"/>
		<updated>2020-06-15T08:11:07Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: based offworlders&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=New Player Lore Starter Guide=&lt;br /&gt;
&#039;&#039;&#039;This is a new player&#039;s summary to the totality - or at least, as much as we can summarize quickly - of the Aurora server&#039;s most essential lore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Below is absolutely recommended reading if you are new to the server!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The year is &#039;&#039;&#039;2462 CE&#039;&#039;&#039; (Common Era). Humanity has long since began its trek into space, and explored territory reaches out dozens of lightyears in every direction. After a century beyond the 2000&#039;s, flourishing cities had been established in nearby systems such as Tau Ceti and Eridani Federation, and in the centuries that would follow, hundreds of systems would fall under the control of Humanity. Outposts on garden worlds became metropolises in the span of decades. Entire asteroids and moons were mined out, hostile worlds were terraformed and subdued by growing corporations that began to become the dominant economic powers of Human space. [[Offworlder Humans|Some humans have decided to roam the Orion Spur for the rest of their lives, living on their vessels and developing their own culture]]. The endeavors into the final frontier were founded beneath the unified banner of the [[Sol Alliance]] - a fading galactic government which exercises official control over the majority of the Human population.&lt;br /&gt;
&lt;br /&gt;
*At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but this soon came to an end as an unexpected economic collapse found trans-stellar corporations picking away at Sol Alliance authority piece by piece. In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others.&lt;br /&gt;
&lt;br /&gt;
*The foremost megacorporations would ultimately end up becoming [[Nanotrasen Corporation]], [[Einstein Engines]], [[Hephaestus Industries]], [[Idris Incorporated]], [[Zeng-Hu Pharmaceuticals]] and [[Zavodskoi Interstellar]]. Together, they exercised total economic control over the known galaxy.&lt;br /&gt;
&lt;br /&gt;
*Any semblance of equilibrium between the mega-corps was shattered with NanoTrasen&#039;s discovery of the element Phoron in 2417. Phoron is a powerful element which is highly sought after for its untold capabilities and use in the average starship drive. After discovering Phoron, NanoTrasen quickly established a monopoly on it, with themselves sitting on the largest deposits in the known galaxy. The times that followed sent NanoTrasen skyrocketing to unofficially become the foremost power over Humanity. Through determination and overwhelming wealth, it and the other megacorporations have become the dominant governing force over the expanse of the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
*Humanity is far from alone in the Spur, with multiple other sentient species taking to interstellar travel and contesting Humanity’s claim to the stars. In 2413, the Skrell were discovered, and since, a plethora of others were encountered, including the crafty Tajara, the proud Unathi, the enigmatic Vaurcae, and the elegant Dionae. Many more exist, and while most are simply apathetic to humanity, others are openly hostile. If one thing can be said to unite the various species, it is the drive to control the powerful element Phoron. &lt;br /&gt;
&lt;br /&gt;
===Your Workplace===&lt;br /&gt;
The setting which players have access to is within Tau Ceti, a star system approximately 12 light-years away from Sol, under the joint control of the Republic of Biesel and the trans-stellar corporate conglomerate Nanotrasen. You have been assigned to work aboard the NSS Aurora, a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. A flourishing trade hub in the center of Human space, Tau Ceti - and the Republic which holds it - has become the wealthiest system in the galaxy thanks to NanoTrasen’s uncontested monopoly over its phoron supply.&lt;br /&gt;
&lt;br /&gt;
===The Economy===&lt;br /&gt;
The most common currency in human space is the Standard Credit, originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by cr (e.g. 5,000 cr).&lt;br /&gt;
&lt;br /&gt;
===Known Space - [[The Orion Spur]]===&lt;br /&gt;
The setting is based in the majority of the &#039;&#039;&#039;Orion Spur,&#039;&#039;&#039; the part of the Milky Way in which the [[Sol]] System - and its surrounding hundred lightyears, roughly - resides. It is very open-ended and diverse in its nature, and not wholly charted yet - the deep Frontier hardly scratches the surface of the unknowable depths of the galaxy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More details on the expanse of the mapped galaxy can be found [[The Orion Spur|here.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The expansion of Humanity has reached out in every direction, only stopping in the galactic west as they border the Jargon Federation. Otherwise, their all-encompassing exploration has given them free reign to conquer the untouched - or abandoned - regions of the galaxy. &lt;br /&gt;
&lt;br /&gt;
The major Human factions of the Orion Spur are numerous, but share a common theme in that they are universally affected by a catastrophe known as the Interstellar War. From this disastrous conflict, many new factions cropped up, with most opposed to the rule of the Sol Alliance.&lt;br /&gt;
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{{Aurora Starmap}}&lt;br /&gt;
&lt;br /&gt;
==Common Sentient Species==&lt;br /&gt;
These are common sentient species found throughout known space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Skrell]]====&lt;br /&gt;
 [[File:Starter_skrell.png]]&lt;br /&gt;
An amphibian race hailing from Jargon IV, Qerrbalak.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An amphibious species whose passion mostly lays in the field of the combined sciences, the Skrell are the second oldest and first most advanced known species present on the galactic stage. The Skrell evolved on a planet covered in vast swamps and freshwater seas, also being one of the only species in the Orion Spur to naturally develop psionics.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Unathi]]====&lt;br /&gt;
 [[File:Starter unathi.png]]&lt;br /&gt;
A reptilian race hailing from Moghes.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The cold-blooded Unathi are a race of tall humanoid reptiles from their war-torn homeworld of Moghes. The planet’s history can be summarized as being dominated by various Clans of Unathi, with the strongest being the Hegemon of Moghes. Following first contact with Skrell and Humanity, there was a violent outbreak of nuclear war that formed a vast world-dominating desert called the Wasteland which has made life difficult for the Unathi. The surviving side of this war, the Izweski Hegemony, has struggled to bring a balance between expanding their empire off-world, or reconstructing their ancestral planet. Grandiose and Space-Operatic, the themes behind Unathi follow the struggle of religion, spirituality, honor, and rigid gender roles.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Tajara]]====&lt;br /&gt;
 [[File:Starter tajaran.png]]&lt;br /&gt;
A feline-like race hailing from Adhomai.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tajaran race is a species of feline-like bipeds hailing from the planet of Adhomai in the S&#039;rand&#039;marr system. They have been brought up into the space age by the Humans and Skrell, who alledgedly influenced their eventual revolution that overthrew their ancient monarchies to become a totalitarian - and NanoTrasen friendly - republic. Adhomai is currently under a cold war between three factions in the aftermath of a global conflict, and many Tajara are fleeing their homeworld to seek safety and employment in human space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Vaurca]] (Vaurcae)====&lt;br /&gt;
 [[File:Starter vaurca.png]]&lt;br /&gt;
An insectoid race hailing from Sedantis I.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The mostly bipedal, insectoid creatures hailing from the moon known as Sedantis I, Vaurca (Vaurca in singular term and Vaurcae in multiple), were discovered after the first hiveship contact in human space, 2456. They once had access to great technology, however they had to flee their doomed homeworld. They have a complex caste system based on three types, and use something known as the hivenet to communicate in thoughts and feelings near instantly between themselves, and enter a paradisiacal virtual reality. They require phoron to respirate, as well as requiring a unique and dangerous fungus, the k’ois spore, to sustain them. Although barely tolerated in the known galaxy, many have found homes in the more unkempt areas of their host’s society. There are four known hives - Zo’ra, K’lax, C’thur, and Lii’dra. The largest, and most common hive in Tau Ceti is the Zo&#039;ra hive. The Lii’dra, unique in that they are a true hivemind, are known as a powerful and secretive force and are hostile to most other entities known - including the other hives.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Dionae]]====&lt;br /&gt;
 [[File:Starter dionae.png]]&lt;br /&gt;
A mysterious plant-like race hailing from the depths of space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Dionae (D. Primis) are a rather strange, cryptic species in comparison to the rest found in the Orion Spur. They have various forms comprised of cat-sized caterpillar-like creatures with a curious, childlike disposition - called Dionae Nymphs.&lt;br /&gt;
&lt;br /&gt;
Almost every aspect of the species is a mystery; their origins, their behaviour, and functions. What is known is that they are capable of great intellectual and biological feats that are studied across the Spur. Biologically, Dionae are a form of gestalt consciousness, however, it is only evident in forms that amount to two or more Nymphs. Dionae survive primarily on off of the electromagnetic spectrum and biological matter.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[IPC|Integrated Positronic Chassis]] (IPC)====&lt;br /&gt;
 [[File:Starter ipcs.png]]&lt;br /&gt;
Robotic entities making use of Skrellian AI algorithms to match sentience, to a degree.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Integrated Positronic Chassis, or IPC, is an artificial intelligence inside of a bipedal, humanoid frame. IPCs are primarily characterized by their autonomy, not being bound to a master AI or set of laws. Often built to carry out a single, career-related purpose, they come in many different chassis, with varying degrees of intelligence. Within known space, their existence is a contentious topic with IPCs being seen as property or second-class citizens, undeserving of the rights other species possess.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Synthetics|Synthetics, more generally]]====&lt;br /&gt;
[[File:Starter borg.png]]&lt;br /&gt;
Robots in the galaxy, endlessly diverse.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The term “synthetic” refers to a broad range of autonomous machinery. Dabbled with, first by the ancient skrell, and now humanity, synthetics can be classified primarily by the method of their intelligence. They include simple machinery not out of place in the 21st century, cyborgs, autonomous robots on circuitry, and now, advanced sentient artificial intelligences stored on positronic brains.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Major Factions==&lt;br /&gt;
These are the dominant political players in the Orion Spur that are relevant to you, the player. Any of these factions can be utilized in backstories or as origins for characters - go crazy!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important note : &#039;&#039;&#039; These factions are only the key players in the setting. Nothing stops you from making up your own origin wherever you&#039;d like, so long as it does not contest standing lore&#039;s canon. When in doubt, ask a lore writer!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Republic of Biesel]]====&lt;br /&gt;
The core location of the setting itself. A bastion of prosperity amidst chaos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Republicofbieselflag.png|65px|right]]&lt;br /&gt;
The Republic of Biesel is an independent system within the core of Human space. It is heavily tied to the NanoTrasen corporation at every level of government, and may as well be considered as governed by it to begin with. The Republic of Biesel is the government of the Tau Ceti System, exercising authority over Biesel, New Gibson and all other settlements and installations within Tau Ceti&#039;s gravity well. It is one of the most populated systems in human space, a financial center, industrial powerhouse and one of the most prestigious systems in the galaxy. However, unrest and gridlock undermine the government, and the aggressive attitude of the Sol Alliance against its former system has made many worried of the future of the Republic.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Sol Alliance]]====&lt;br /&gt;
A crumbling giant whose golden age has long passed.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Sol Alliance Flag.png|65px|right]]&lt;br /&gt;
One of, if not the most populated singular government entity in known space is the Sol Alliance. It is a fading juggernaut with few who compare to its political power. However, its claims to this power have faded immensely in the years since the Interstellar War, and in its place the Megacorporations now reside. No longer looming overhead, the Sol Alliance still remains a threat to the Free Frontier. The Sol Alliance is a vastly varying mixture of high urban development and rural living, which exemplifies the conditions one can expect as you grow further from the Core Worlds. In the middle and outer ring, quality of life deteriorates, with border worlds often outright opposed to their Solarian control due to mistreatment or utter incapability to maintain proper oversight. However, closer to the Republic of Biesel, and in the center of Humanity’s power lay Earth and the Jewel Worlds, which very few worlds can compare to.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Coalition of Colonies]]====&lt;br /&gt;
Freedom and independence embodied on an interstellar scale.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Frontier_Alliance_Flag.png|65px|right]]&lt;br /&gt;
This loosely confederated Coalition is the largest power in the frontier, and possibly the most populous entity in the Orion Spur. It is the largest fracture from the Sol Alliance after the Interstellar War, and covers several regions with its utterly tremendous borders. The systems of the Coalition greatly value their independence and freedom. A few powerful systems dominate the politics of the Frontier, headed by the Xanu Free League - the capital of it all. Many of those in the Coalition of Colonies harbor distrust of the Sol Alliance even after the end of the Interstellar War. Humans and aliens from any and all ethnicities, as well as any combination of them, can be found in the Coalition of Colonies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Republic of Elyra]]====&lt;br /&gt;
Glistening utopian city-scapes and technological might.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Elyra Flag.png|65px|right]]&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, is a bustling, benevolent independent power in the Badlands. It is made up of multiple star systems, with its capital in the highly developed technological utopia of Perispolis. Its national motto is &amp;quot;For Greatness We Strive&amp;quot;. It is known for its exotic culture, highly progressive - if Pro-Human nature, and advanced industrial wonders. Elyra is one of the only three factions in the Orion Spur which innately possess phoron deposits of any sort, something they have exploited to their fullest potential in recent years.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Empire of Dominia]]====&lt;br /&gt;
Religious pride in the Emperor and country.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dominia_Flag.png|40px|right]]&lt;br /&gt;
A heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the X’yr Vharn’p system. This autocratic state is ruled by His Imperial Majesty Boleslaw Keeser. The Empire of Dominia was proclaimed in 2437 by Unathi raiders who invaded the planet of Moroz, a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socio-economically stratified due to the so-called blood debt, known as the Mor’iz’al.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Eridani Federation]]====&lt;br /&gt;
Corporation-dominated hell, personified through a terrible societal split.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eridani Logo.png|65px|right]]&lt;br /&gt;
Eridani, or the Eridani Corporate Federation, is an oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It has no official capital - government authority is exercised digitally. The Corporate Federation is known as one of the core economic powers of Solarian space, and is technically under Solarian supervision - though the true extent of this is up for debate. Corporations, in reality, rule the gloomy landscapes of the Corporate Federation’s worlds. Its citizens are called Eridanians. Eridanians are famed for their vicious treatment of one another, distinguishing between two primary classes ; Dregs, and Suits - who in effect represent a fine line between poverty and wealth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====The Free Frontier====&lt;br /&gt;
Whatever you want. Really.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The frontier consists of all space unclaimed by one of the major interstellar powers. The population of the frontier is difficult to estimate, but conservative guesses place it between 25 and 50 billion. The government, technological development, economy, and social systems of these independent systems vary wildly. Piracy, corporate exploitation, and smuggling are commonplace throughout the frontier. People hailing from these areas, known as frontiersmen, are known for their rugged independence and distrust of megacorporations and government alike.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Non-Human Factions==&lt;br /&gt;
Xeno factions independently hardly parallel the combined prevalence of Humanity. However, major factions such as the Jargon Federation - which borders the Sol Alliance directly, and exercise total authority over their controlled space, are seen as key players in galactic politics. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Jargon Federation]]====&lt;br /&gt;
An higher-up galactic player, authoritarian in its nature.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:jargon_flag.jpg|65px|right]]&lt;br /&gt;
The Jargon Federation is a centralized union of systems, ran by councillors representing Skrell interests in a clear hierarchy. Although humans have fractured heavily in their expansion, Skrell have remained in largely a singular government through strict reinforcement of education and laws, working as a democratic meritocracy. Social media is maintained by the Federation government, who gag unacceptable discussions or thoughts and instead encourage people to be like the Idols that they reward with credits, high quality housing, and fine living.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Unathi|Izweski Nation]]====&lt;br /&gt;
The proud Unathi Hegemony in all its glory.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Moghes_porposal.png|65px|right]]&lt;br /&gt;
The Izweski Clan is led by Clan Leader Not&#039;zar Izweski , a Unathi who has ruled the Hegemony since his father S&#039;kresti Izweski, the previous Hegemon, was assassinated. Under him are the Lords who rule their own subjugated clans. They live in a feudal system, with the Lords usually being clan leaders or important clan members themselves who pledge themselves to Izweski in exchange for land and protection. After the Contact War devastated the Unathi homeworld, the Izweski Hegemony has struggled to follow traditions to keep themselves in power. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[People&#039;s Republic of Adhomai]]====&lt;br /&gt;
The official sovereign state of Adhomai and its surrounding space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PRA Flag.png|65px|right]]&lt;br /&gt;
Led by President Njadrasanukii Hadii, the People’s Republic of Adhomai are considered the &#039;loyalist&#039; faction on Adhomai and once enjoyed galactic recognition as the government of Adhomai. It claims to be the true keeper of Al’marii’s legacy. However, the PRA can be described as a Hadiist branch of Al’marii’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Silversun&amp;diff=14849</id>
		<title>Silversun</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Silversun&amp;diff=14849"/>
		<updated>2020-05-21T06:10:59Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Silversun_pixel.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;[[Sol Alliance#Middle Colonies|middle colony]]&#039;&#039;&#039; with an amazingly hospitable climate across most of the planet, and large oceans, &#039;&#039;&#039;Silversun&#039;&#039;&#039; is well-known as the main tourist destination and retirement point for the wealthy elite of the [[Sol Alliance]]. In recent decades, the planet has seen heavy investment by Idris Incorporated. One of the bank&#039;s major branches is located here - a gleaming monolith dedicated to corporate wealth located in Silversun&#039;s capital city, Silverport Landing - the spot where the first colonists touched down centuries ago.&lt;br /&gt;
&lt;br /&gt;
With a minimum temperature of 17.4°C in the winter and a maximum temperature of 27°C in the summer, Silversun&#039;s main climate zone could be described as &amp;quot;eternal spring&amp;quot;. Humidity varies throughout the year, but is usually low, although soft, pleasant rains are frequent in the summer.&lt;br /&gt;
&lt;br /&gt;
Human residents of Silversun are divided into two major groups: descendants of the original colonists, and the rich Expatriates. Political tensions are fairly high, although non-violent, and Silversun has historically been a ground for political debate.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Silversun is one of the first Middle Colonies, sometimes even being called a sister colony to [[New Hai Phong]]. As colonization had, by this point, become an effort run by the Alliance, the original colonists sent to Silversun were from all around [[Earth]] - no real nationality or ethnicity dominated, leading to a diverse set of backgrounds and beliefs being sent to Silversun. While being too distant from the heart of the Alliance to become a jewel world such as [[Venus]], its pleasant climate still made it very appealing to its first settlers.&lt;br /&gt;
Shortly after landing it was discovered that the planet was incredibly hospitable in almost all of its areas. The planet was quite comfortable in terms of temperature, with it never really becoming too hot or too cold to be comfortable, and lacked major weather phenomena such as typhoons or the intense storms that battered Silversun&#039;s sister colony on New Hai Phong. Flora and fauna were abundant, beautiful, and quite docile - some species of avians would nest in the prefab buildings of the first colonists without caring that they were aliens, and aggressive wildlife was notably lacking. Having just come from the still environmentally-devestated Earth, the first colonists of Silversun came to cherish their newfound homes. This viewpoint would, eventually, lead some to come into conflict with the Idris Incorporated investors and staff that arrived on the planet after its initial colonization.&lt;br /&gt;
[[File:Silversun.png|An image of Silversun, displaying its tropical oceanic environment from orbit. |thumb]]&lt;br /&gt;
Instead, &#039;&#039;&#039;[[Idris Incorporated]]&#039;&#039;&#039; committed to making Silversun a planet-wide resort for the Alliance&#039;s wealthy, particularly [[Venus#Cytherean Culture|Cythereans]], investing heavily into constructing entire cities from scratch and staffing it with high-quality service staff and primitive, non-intelligent service droids such as automatic bartender and waiter systems to ensure the highest possible quality of service was guaranteed. High apartment prices ensured that only the most powerful and affluent would move into these new Idris-built homes that quickly became symbols of status to own. Occasionally even entire cities were left deserted due to lack of immigrants able to afford housing or willing to settle in the Middle Ring. Large areas of jungle were marked for development by the colonial government, which some of the original colonists suspected of being increasingly in the pocket of Idris Incorporated. The destruction of these large swaths of jungle caused anger amongst some members of the original colonists, and damage to the ecological system of the planet. The planet remained beautiful - as was the intention of Idris&#039; architects while designing these sprawling resort towns - but some of the raw natural beauty of the planet was forever lost in this period.&lt;br /&gt;
&lt;br /&gt;
The settlements of the original colonists, meanwhile, gradually had tourism make up more and more of their economies as Idris Incorporated increased its investments and began hiring heavily from local areas to reduce costs. The previous local industries - primarily agriculture - began to fall to the side as more and more individuals became involved in the service industry, or supporting the service industry, that was developing on Silversun as a result of Idris&#039; heavy investments in the planet. In these first years of Silversun&#039;s booming tourist industry the primary visitors were Cythereans from Venus, though wealthy visitors from across the growing Alliance could be found on the planet. Senators from Sol, Hephaestus executives from New Hai Phong, and Eridanian suits amongst others could all be found vacationing or holding business in the beautiful resorts of Silversun. The original colonists were somewhat divided on the matter of Silversun&#039;s new primary industry. Some viewed the rapid growth of the tourism industry as a boon to Silversun - and a method to make it more relevant than other planets in the Middle Ring - while others, perhaps the majority, viewed the growth of the tourism industry with varying levels of suspicion. Some felt that the planet&#039;s culture would become sanitized in order to achieve the maximum Idris quality appeal to outsiders, while others worried that the large amount of development needed to support the rapidly growing tourism industry would negatively impact the planet&#039;s environment. Though the issues at hand have changed, this divide between new and old residents of Silversun remains a major cultural conflict for the planet.&lt;br /&gt;
&lt;br /&gt;
Everything changed with the discovery of [[Skrell]], however. Once the Skrell learned of Silversun, they have expressed high interest in the planet due to the climate, which is especially pleasant for the amphibious species during the rain season. A couple years after the first contact a large wave of Skrell tourists arrived at the planet, which was caused by a Skrell idol advertising the planet on Skrell social media. Afterwards, Silversun ports saw anyone with the money to afford a trip to the planet arriving - flooding the only small spaceport at Silverport Landing - and often staying. The problem only got worse during the rainy seasons, with many Skrell scientists and officials taking vacations here. This exact moment moved the Sol Alliance to introduce their famously strict visa requirements, and only tighten them ever since.&lt;br /&gt;
&lt;br /&gt;
A recent point of conflict between the descendants of the original colonists and Idris has been the presence of IPCs - primarily shells and Bishop frames - on the planet. These Idris shells are a recent arrival, and are of some concern to the native workforce. After all - an IPC can work longer hours at less pay than a human, generally does not complain about working 48 hour shifts, and requires only electricity and a roboticist to function. Many of the more recent high-end resorts have a majority-positronic staff, with the famous Villa del Sol staffing itself entirely using Bishop frames (aside from human handlers) as a measure of their wealth as a resort.&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
[[File:Silversunflag.png|thumb|250px|The flag of Silversun.]]&lt;br /&gt;
There are two major cultural groups on Silversun, with a major divide running between them. These groups are the descendants of the orignal colonists called the Originals and the later settlers brought in by Idris called the Expatriates. The Originals tend to be more anti-Idris than the later Expatriates, which tend to be the result of corporated-sponsored settlements by Idris following the discovery of the planet&#039;s incredibly hospitable environment. This cultural wedge has been built over the course of decades - perhaps centuries - by Idris&#039; efforts to develop the planet into a gigantic luxury resort and the efforts of many of its original colonists to become something more than a nature reserve for rich Solarians.&lt;br /&gt;
&lt;br /&gt;
The Originals have, since the original colonization of the planet, formed a unique and vibrant culture due to the variety of cultures featured within the original colonists themselves. Overall these Originals tend to hold nature quite highly - often encorporating natural &amp;quot;green space&amp;quot; into the designs of their cities and facilities - due to their origins on an economically devestated Earth. These older colonists have become quite familar with utilizing the planet&#039;s natural flora and fauna, and are well-known for their percieved unity with nature throught the Solarian Alliance and Jargon Federation. Many Originals are employed by Idris Incorporated in their various facilities on the planet, while others tend to remain in the planet&#039;s traditional industries - primarily agriculture and botanical research. Others have left the planet entirely - often becoming employed in botanical industries across the Alliance.&lt;br /&gt;
&lt;br /&gt;
===Common Silversun Flora===&lt;br /&gt;
A common symbol of the Originals is the common Silversun Dawnflower - a flowering plant found across the planet that blooms in the morning and remains active during the early hours of the light, when it utilizes bioluminescent petals to attract insects to spread its pollen. The flower features an odd arrangement of petals in a dual layer - one set of petals is larger to collect light, while another set surrounding the stigma of the flower are smaller to allow it to remain bioluminescent for a longer period at night. The wide and double-layered petals of the dawnflower along with its surprisingly stubby stigma are a common symbol of the Originals that have been coopted by the Expatriates in their marketing for Silversun&#039;s resorts. Imitation dawnflower pins can be found throughout human (and even skrellian) space, and both imitations and real dawnflower pins are seen as a very fashionable accessory, demonstrating one&#039;s unity with nature (or love of corporate vacation spots).&lt;br /&gt;
&lt;br /&gt;
Reishi is a mushroom that is commonly found on Silversun. In fact, the plant was originally discovered on Silversun by Alliance surveyors. The fungus was mostly ignored by the original colonists of Silversun due to a need to remain pragmatic with their usage of the planet&#039;s native flora and fauna due to their sheer distance from the central planets of the Sol Alliance. This changed when Idris Inc.&#039;s R&amp;amp;D department discovered a hallucinogenic compound in the fungus. Attempts to patent the extracting technology were made, but failed due to Alliance&#039;s aggressive claims to having the discovered the mushroom first, and Reishi spread throughout known space as a recreational drug after these subsided. Curiously, Silversun is also one of the only places in Sol Alliance where such drugs are legalized.&lt;br /&gt;
&lt;br /&gt;
Silversun is also well known for its large palm-like trees found along its coast and in some coastal forests. The Silversun Soikla, as it is known in Basic, has some external similarities to the common Solarian palm tree. Both are large, tall trees featuring a small amount of large leaves high on its branches. However, the soikla has some differences from the Solarian palm tree. First is its root system - due to the lack of extreme winds on Silversun the root system of the soikla is much smaller than its Solarian counterpart - this proved to be a boon for the original colonists and Idris Incorporated, as the soikla is easy to uproot safely and replant in a different location while ensuring that the tree remains alive and well. A second difference is how the soikla spreads itself. Rather than utilizing fruit such as the coconut, a soikla instead flowers: its trunk is covered in buds that open up into small flowers that open when the wind - which spreads the seeds of the soikla - is high enough, or when there are enough animals near the tree to allow its seeds to be spread.&lt;br /&gt;
&lt;br /&gt;
==Education==&lt;br /&gt;
Most, if not all, of education on Silversun is run by the Sol Alliance. The planet has few centers of higher education due to its widespread tourism industry, with most universities being operated and staffed by descendants of the original colonists and focusing themselves upon the natural sciences due to the planet&#039;s bountiful biosphere. The Silversun Landing Institute of Botanical Sciences (often shortened to simply &amp;quot;The Landing&amp;quot;) is definitively the most famous institute of its kind in the Middle Ring, and is perhaps the most well-known in the entire Solarian Alliance. Researchers from it have found employment through human and even Skrell space, and the Institute boasts a decent population of non-human students due to Silversun&#039;s focus on tourism and the Institute&#039;s prestige.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
Characters from SIlversun are likely to:&lt;br /&gt;
&lt;br /&gt;
* Have been employed by Idris Incorporated or a biological R&amp;amp;D complex.&lt;br /&gt;
* Value nature highly.&lt;br /&gt;
* Have more experience with aliens than the average Sol Alliance citizen.&lt;br /&gt;
* Speak Sol Common and Tradeband.&lt;br /&gt;
&lt;br /&gt;
Here is an example character from Silversun:&lt;br /&gt;
* Keona Alika, 37, is a xenobotanist currently employed by Zeng-Hu Pharmaceuticals and contracted to the NSS Aurora. She is a very welcoming person, but guards her research closely.&lt;br /&gt;
* Keona is 5&#039;5&amp;quot; with a fairly slender build, shoulder-length black hair, and is starting to show the first signs of middle age.&lt;br /&gt;
* Keona was an assistant professor of botanical sciences at the Landing before departing for the private sector in 2458. She lives in a Zeng-Hu financed apartment in Mendell City&#039;s tenth district with her parrot.&lt;br /&gt;
* Keona is familar with skrell, but remains wary of their psionic abilities. She has a sharp dislike of vaurca due to the invasive nature of k&#039;ois.&lt;br /&gt;
* Keona speaks Tau Ceti Basic with a strong Solarian accent, and has a passing grasp of Tradeband due to growing up in Silversun Landing.&lt;br /&gt;
&lt;br /&gt;
Here is another example character from Silversun:&lt;br /&gt;
* Jean-Marie Gribelin, 42, is a corporate representative of Idris Incorporated currently working aboard the NSS Aurora. He appears to be a friendly and easily approachable man, though it is unclear how much of his friendliness is corporate-trained.&lt;br /&gt;
* Gribelin stands at slightly over six feet tall, with a thin - though athletic - build. His black hair is short, and his green eyes are clearly prosthetic replacements.&lt;br /&gt;
* Gribelin is originally from Harmony City on Luna, but moved to Silversun following a promotion within Idris Incorporated. He lives in a comfortable penthouse with his wife and daughter in district ten, close to a shuttleport.&lt;br /&gt;
* As an upper-level Idris Incorporated employee, Gribelin is easily able to interact with skrell. However, he looks down upon tajara and unathi as primitives and views IPCs as mere property. He is not familiar with vaurca.&lt;br /&gt;
* Gribelin speaks Tau Ceti Basic with a light Tradeband accent, and is proficient in Solarian Common as well.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets_and_Systems]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Silversunflag.png&amp;diff=14845</id>
		<title>File:Silversunflag.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Silversunflag.png&amp;diff=14845"/>
		<updated>2020-05-21T06:05:40Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: The flag of Silversun, by Zundy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The flag of Silversun, by Zundy.&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Kyres1/Sandbox&amp;diff=14758</id>
		<title>User:Kyres1/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Kyres1/Sandbox&amp;diff=14758"/>
		<updated>2020-05-17T17:18:42Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
=New Player Lore Starter Guide=&lt;br /&gt;
&#039;&#039;&#039;This is a new player&#039;s summary to the totality - or at least, as much as we can summarize quickly - of the Aurora server&#039;s most essential lore.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Below is absolutely recommended reading if you are new to the server!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The year is &#039;&#039;&#039;2462 CE&#039;&#039;&#039; (Common Era). Humanity has long since began its trek into space, and explored territory reaches out dozens of lightyears in every direction. After a century beyond the 2000&#039;s, flourishing cities had been established in nearby systems such as Tau Ceti and Eridani Federation, and in the centuries that would follow, hundreds of systems would fall under the control of Humanity. Outposts on garden worlds became metropolises in the span of decades. Entire asteroids and moons were mined out, hostile worlds were terraformed and subdued by growing corporations that began to become the dominant economic powers of Human space. The endeavors into the final frontier were founded beneath the unified banner of the [[Sol Alliance]] - a fading galactic government which exercises official control over the majority of the Human population.&lt;br /&gt;
&lt;br /&gt;
*At the end of the 22nd century, the power and influence of the Sol Alliance was at its height, but this soon came to an end as an unexpected economic collapse found trans-stellar corporations picking away at Sol Alliance authority piece by piece. In the middle of the prosperity and strife, transtellars have for centuries embarked to make massive profits. The major corporate players had managed to establish a stable, if shaky peace between themselves, with no single corporation able to completely dominate the others.&lt;br /&gt;
&lt;br /&gt;
*The foremost megacorporations would ultimately end up becoming [[Nanotrasen Corporation]], [[Einstein Engines]], [[Hephaestus Industries]], [[Idris Incorporated]], [[Zeng-Hu Pharmaceuticals]] and [[Zavodskoi Interstellar]]. Together, they exercised total economic control over the known galaxy.&lt;br /&gt;
&lt;br /&gt;
*Any semblance of equilibrium between the mega-corps was shattered with NanoTrasen&#039;s discovery of the element Phoron in 2417. Phoron is a powerful element which is highly sought after for its untold capabilities and use in the average starship drive. After discovering Phoron, NanoTrasen quickly established a monopoly on it, with themselves sitting on the largest deposits in the known galaxy. The times that followed sent NanoTrasen skyrocketing to unofficially become the foremost power over Humanity. Through determination and overwhelming wealth, it and the other megacorporations have become the dominant governing force over the expanse of the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
*Humanity is far from alone in the Spur, with multiple other sentient species taking to interstellar travel and contesting Humanity’s claim to the stars. In 2413, the Skrell were discovered, and since, a plethora of others were encountered, including the crafty Tajara, the proud Unathi, the enigmatic Vaurcae, and the elegant Dionae. Many more exist, and while most are simply apathetic to humanity, others are openly hostile. If one thing can be said to unite the various species, it is the drive to control the powerful element Phoron. &lt;br /&gt;
&lt;br /&gt;
===Your Workplace===&lt;br /&gt;
The setting which players have access to is within Tau Ceti, a star system approximately 12 light-years away from Sol, under the joint control of the Republic of Biesel and the trans-stellar corporate conglomerate Nanotrasen. You have been assigned to work aboard the NSS Aurora, a state-of-the-art research and mining facility orbiting Tau Ceti within the Romanovich Cloud at the very edge of the system. A flourishing trade hub in the center of Human space, Tau Ceti - and the Republic which holds it - has become the wealthiest system in the galaxy thanks to NanoTrasen’s uncontested monopoly over its phoron supply.&lt;br /&gt;
&lt;br /&gt;
===The Economy===&lt;br /&gt;
The most common currency in human space is the Standard Credit, originally issued by the Sol Alliance in the early 22nd century. Despite the decline of the Sol Alliance, the Standard Credit remains the reserve currency of many polities, and it is accepted on most worlds throughout human space. The Standard Credit is represented by cr (e.g. 5,000 cr).&lt;br /&gt;
&lt;br /&gt;
===Known Space - [[The Orion Spur]]===&lt;br /&gt;
The setting is based in the majority of the &#039;&#039;&#039;Orion Spur,&#039;&#039;&#039; the part of the Milky Way in which the [[Sol]] System - and its surrounding hundred lightyears, roughly - resides. It is very open-ended and diverse in its nature, and not wholly charted yet - the deep Frontier hardly scratches the surface of the unknowable depths of the galaxy. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;More details on the expanse of the mapped galaxy can be found [[The Orion Spur|here.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The expansion of Humanity has reached out in every direction, only stopping in the galactic west as they border the Jargon Federation. Otherwise, their all-encompassing exploration has given them free reign to conquer the untouched - or abandoned - regions of the galaxy. &lt;br /&gt;
&lt;br /&gt;
The major Human factions of the Orion Spur are numerous, but share a common theme in that they are universally affected by a catastrophe known as the Interstellar War. From this disastrous conflict, many new factions cropped up, with most opposed to the rule of the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
{{Aurora Starmap}}&lt;br /&gt;
&lt;br /&gt;
==Common Sentient Species==&lt;br /&gt;
These are common sentient species found throughout known space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Skrell]]====&lt;br /&gt;
 [[File:Starter_skrell.png]]&lt;br /&gt;
An amphibian race hailing from Jargon IV, Qerrbalak.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Unathi]]====&lt;br /&gt;
 [[File:Starter unathi.png]]&lt;br /&gt;
A reptilian race hailing from Moghes.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Tajara]]====&lt;br /&gt;
 [[File:Starter tajaran.png]]&lt;br /&gt;
A feline-like race hailing from Adhomai.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Tajaran race is a species of feline-like bipeds hailing from the planet of Adhomai in the S&#039;rendarr system. They have been brought up into the space age by the Humans and Skrell, who alledgedly influenced their eventual revolution that overthrew their ancient monarchies to become a totalitarian - and NanoTrasen friendly - republic. Adhomai is currently under a cold war between three factions in the aftermath of a global conflict, and many Tajara are fleeing their homeworld to seek safety and employment in human space.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Vaurca]] (Vaurcae)====&lt;br /&gt;
 [[File:Starter vaurca.png]]&lt;br /&gt;
An insectoid race hailing from Sedantis I.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The mostly bipedal, insectoid creatures hailing from the moon known as Sedantis I, Vaurca (Vaurca in singular term and Vaurcae in multiple), were discovered after the first hiveship contact in human space, 2456. They once had access to great technology, however they had to flee their doomed homeworld. They have a complex caste system based on three types, and use something known as the hivenet to communicate in thoughts and feelings near instantly between themselves, and enter a paradisiacal virtual reality. They require phoron to respirate, as well as requiring a unique and dangerous fungus, the k’ois spore, to sustain them. Although barely tolerated in the known galaxy, many have found homes in the more unkempt areas of their host’s society. There are four known hives - Zo’ra, K’lax, C’thur, and Lii’dra. The largest, and most common hive in Tau Ceti is the Zo&#039;ra hive. The Lii’dra, unique in that they are a true hivemind, are known as a powerful and secretive force and are hostile to most other entities known - including the other hives.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Dionae]]====&lt;br /&gt;
 [[File:Starter dionae.png]]&lt;br /&gt;
A mysterious plant-like race hailing from the depths of space.&lt;br /&gt;
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Bottom Text&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[IPC|Integrated Positronic Chassis]] (IPC)====&lt;br /&gt;
 [[File:Starter ipcs.png]]&lt;br /&gt;
Robotic entities making use of Skrellian AI algorithms to match sentience, to a degree.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
An Integrated Positronic Chassis, or IPC, is an artificial intelligence inside of a bipedal, humanoid frame. IPCs are primarily characterized by their autonomy, not being bound to a master AI or set of laws. Often built to carry out a single, career-related purpose, they come in many different chassis, with varying degrees of intelligence. Within known space, their existence is a contentious topic with IPCs being seen as property or second-class citizens, undeserving of the rights other species possess.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Synthetics|Synthetics, more generally]]====&lt;br /&gt;
[[File:Starter borg.png]]&lt;br /&gt;
Robots in the galaxy, endlessly diverse.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The term “synthetic” refers to a broad range of autonomous machinery. Dabbled with, first by the ancient skrell, and now humanity, synthetics can be classified primarily by the method of their intelligence. They include simple machinery not out of place in the 21st century, cyborgs, autonomous robots on circuitry, and now, advanced sentient artificial intelligences stored on positronic brains.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Major Factions==&lt;br /&gt;
These are the dominant political players in the Orion Spur that are relevant to you, the player. Any of these factions can be utilized in backstories or as origins for characters - go crazy!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important note : &#039;&#039;&#039; These factions are only the key players in the setting. Nothing stops you from making up your own origin wherever you&#039;d like, so long as it does not contest standing lore&#039;s canon. When in doubt, ask a lore writer!&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Republic of Biesel]]====&lt;br /&gt;
The core location of the setting itself. A bastion of prosperity amidst chaos.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[Image:Republicofbieselflag.png|thumb|400px|Flag of the Republic of Biesel.]]&lt;br /&gt;
The Republic of Biesel is an independent system within the core of Human space. It is heavily tied to the NanoTrasen corporation at every level of government, and may as well be considered as governed by it to begin with. The Republic of Biesel is the government of the Tau Ceti System, exercising authority over Biesel, New Gibson and all other settlements and installations within Tau Ceti&#039;s gravity well. It is one of the most populated systems in human space, a financial center, industrial powerhouse and one of the most prestigious systems in the galaxy. However, unrest and gridlock undermine the government, and the aggressive attitude of the Sol Alliance against its former system has made many worried of the future of the Republic.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Sol Alliance]]====&lt;br /&gt;
A crumbling giant whose golden age has long passed.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Sol Alliance Flag.png|Civilian/Government flag of the Sol Alliance.|thumb]]&lt;br /&gt;
One of, if not the most populated singular government entity in known space is the Sol Alliance. It is a fading juggernaut with few who compare to its political power. However, its claims to this power have faded immensely in the years since the Interstellar War, and in its place the Megacorporations now reside. No longer looming overhead, the Sol Alliance still remains a threat to the Free Frontier. The Sol Alliance is a vastly varying mixture of high urban development and rural living, which exemplifies the conditions one can expect as you grow further from the Core Worlds. In the middle and outer ring, quality of life deteriorates, with border worlds often outright opposed to their Solarian control due to mistreatment or utter incapability to maintain proper oversight. However, closer to the Republic of Biesel, and in the center of Humanity’s power lay Earth and the Jewel Worlds, which very few worlds can compare to.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Coalition of Colonies]]====&lt;br /&gt;
Freedom and independence embodied on an interstellar scale.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Frontier_Alliance_Flag.png|thumb|Offical flag of the Coalition of Colonies, &amp;quot;Infinite Freedom&amp;quot;. The blue symbolises freedom, the black frontier space. The three stars represent the three key members of the Coalition and the lemniscate represents the other countless members as well as eternal freedom.]]&lt;br /&gt;
This loosely confederated Coalition is the largest power in the frontier, and possibly the most populous entity in the Orion Spur. It is the largest fracture from the Sol Alliance after the Interstellar War, and covers several regions with its utterly tremendous borders. The systems of the Coalition greatly value their independence and freedom. A few powerful systems dominate the politics of the Frontier, headed by the Xanu Free League - the capital of it all. Many of those in the Coalition of Colonies harbor distrust of the Sol Alliance even after the end of the Interstellar War. Humans and aliens from any and all ethnicities, as well as any combination of them, can be found in the Coalition of Colonies.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Republic of Elyra]]====&lt;br /&gt;
Glistening utopian city-scapes and technological might.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Elyra Flag.png|thumb|The emblem of the The Serene Republic of Elyra.]]&lt;br /&gt;
The Republic of Elyra, or its more official name, The Serene Republic of Elyra, is a bustling, benevolent independent power in the Badlands. It is made up of multiple star systems, with its capital in the highly developed technological utopia of Perispolis. Its national motto is &amp;quot;For Greatness We Strive&amp;quot;. It is known for its exotic culture, highly progressive - if Pro-Human nature, and advanced industrial wonders. Elyra is one of the only three factions in the Orion Spur which innately possess phoron deposits of any sort, something they have exploited to their fullest potential in recent years.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Empire of Dominia]]====&lt;br /&gt;
Religious pride in the Emperor and country.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|Imperial standard of Emperor Boleslaw Keeser and the Empire representing the three nation states of old Moroz. ]]&lt;br /&gt;
A heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the X’yr Vharn’p system. This autocratic state is ruled by His Imperial Majesty Boleslaw Keeser. The Empire of Dominia was proclaimed in 2437 by Unathi raiders who invaded the planet of Moroz, a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socio-economically stratified due to the so-called blood debt, known as the Mor’iz’al.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Eridani Federation]]====&lt;br /&gt;
Corporation-dominated hell, personified through a terrible societal split.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Eridani Logo.png|thumb|The logo of the Eridani Corporate Federation. It&#039;s motto is &amp;quot;For the Prosperity of all Eridanians&amp;quot;]]&lt;br /&gt;
Eridani, or the Eridani Corporate Federation, is an oligarchic republic in the Epsilon Eridani system dominated entirely by a council of mega-corporations that seek profit and expansion at any cost. It has no official capital - government authority is exercised digitally. The Corporate Federation is known as one of the core economic powers of Solarian space, and is technically under Solarian supervision - though the true extent of this is up for debate. Corporations, in reality, rule the gloomy landscapes of the Corporate Federation’s worlds. Its citizens are called Eridanians. Eridanians are famed for their vicious treatment of one another, distinguishing between two primary classes ; Dregs, and Suits - who in effect represent a fine line between poverty and wealth.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====The Free Frontier====&lt;br /&gt;
Whatever you want. Really.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The frontier consists of all space unclaimed by one of the major interstellar powers. The population of the frontier is difficult to estimate, but conservative guesses place it between 25 and 50 billion. The government, technological development, economy, and social systems of these independent systems vary wildly. Piracy, corporate exploitation, and smuggling are commonplace throughout the frontier. People hailing from these areas, known as frontiersmen, are known for their rugged independence and distrust of megacorporations and government alike.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==Non-Human Factions==&lt;br /&gt;
Xeno factions independently hardly parallel the combined prevalence of Humanity. However, major factions such as the Jargon Federation - which borders the Sol Alliance directly, and exercise total authority over their controlled space, are seen as key players in galactic politics. &lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Jargon Federation]]====&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[Unathi|Izweski Nation]]====&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
====[[People&#039;s Republic of Adhomai]]====&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
[[File:PRA Flag.png|thumb|Flag of the People&#039;s Republic of Adhomai. ]]&lt;br /&gt;
Led by President Njadrasanukii Hadii, the People’s Republic of Adhomai are considered the &#039;loyalist&#039; faction on Adhomai and once enjoyed galactic recognition as the government of Adhomai. It claims to be the true keeper of Al’marii’s legacy. However, the PRA can be described as a Hadiist branch of Al’marii’s revolutionary ideology - that means putting the State at the top of a hierarchy of power. The PRA is a very centralized state, but in recent years has slowly been able to start making true its promises to bring revolution to the masses. With land reform, enfranchisement of women and peasantry, literacy initiatives, and the collectivization of farms and the means of production, the PRA is struggling to hold true to its radical ideals while an entrenched upper party stubbornly tries to hold onto power.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=14581</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=14581"/>
		<updated>2020-04-14T21:59:49Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Executives */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NecroInclogo.png|The primary logo of Zavodskoi Interstellar.|thumb]]&lt;br /&gt;
&lt;br /&gt;
=Zavodskoi Interstellar=&lt;br /&gt;
Zavodskoi Interstellar is a manufacturing and development conglomerate founded in 2259. They specialize in all forms of weaponry, ranging from small arms and squad weapons, to armored vehicles and combat EVA equipment. Previously known as Necropolis Industries, Zavodskoi Interstellar has retreated from the genetic research scene to focus on military and police equipment in recent years. However, they still possess a significant genetics branch - though it pales in comparison to Zeng-Hu Pharmaceuticals.&lt;br /&gt;
==General==&lt;br /&gt;
&#039;&#039;&#039;Current CEO:&#039;&#039;&#039; Lyudmila Zavodskoi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Zavodskoi Interstellar Industries, Zavodskoi Interstellar Research&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; Even one matters in the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Tolyatti, Soviet Union, Sovustrasia, Earth, Sol&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Tradeband, Tau Ceti Basic, Sol Common&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&#039;&#039;&#039;Sol:&#039;&#039;&#039; Headquarters located in Tolyatti, Soviet Union, Sovustrasia, Earth; two research and development facilities on Earth; research and development facility on Luna; manufacturing facilities on Earth; major DNA bank located on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X’yr Vharn’p:&#039;&#039;&#039; Major DNA bank located on Dominia.&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
===Executives===&lt;br /&gt;
Zavodskoi Interstellar is run by the Administrative Board, lead by Chairman and Chief Executive Officer Lyudmila Zavodskoi. The Administrative Board ensures the company is running smoothly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Lydumila Zavodskoi, 48, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Medical Officer:&#039;&#039;&#039; Vasilisa Trusova, 59, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Research Officer:&#039;&#039;&#039; Maria Klavan, 47, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Security Officer:&#039;&#039;&#039; Kamilla Volvalaad, 45, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Information Officer:&#039;&#039;&#039; Erik Rozhkov, 65, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Onufri Zuykov, 54, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Legal Officer:&#039;&#039;&#039; Rollan Demidov-Levy, 49, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Minos Palamaras, 59, Human&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
Zavodskoi Interstellar has rapidly expanded from its home in the Sol Alliance, reaching to most of human space. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tolyatti, Soviet Union, Earth, Sol:&#039;&#039;&#039; The headquarters of Zavodskoi Interstellar can be found in Tolyatti. The skyscraper complex consists of three Zavodskoi buildings, a Kumar Arms building, and a ConTec building. The complex is relatively austere and compact, though this can be said about any Zavodskoi Interstellar building.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cape Town, South Africa, Earth, Sol:&#039;&#039;&#039; The Cape Town branch sits on the edge of a small cliff, overlooking the ocean. The Cape Town branch is known for being surprisingly beautiful for a corporate building, let alone a Zavodskoi Interstellar building.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harmony City, Luna, Sol:&#039;&#039;&#039; The Harmony City branch sits slightly hidden from public view, with many workers complaining about the long, twisting alleys that one must walk down to get to the building. Nevertheless, the Harmony City branch is the second largest branch of Zavodskoi Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nova Luxembourg, Dominia, X’yr Vharn’p:&#039;&#039;&#039; The Dominian branch can be found near the city center, prominently overlooking the Court of Chalser. Residing in what was once a bank, the grandiose exterior encloses a large genebank and research building that is well known for its incredibly high security. The grandiose edifices of the Nova Luxembourg branch have decayed in recent years, due to a lack of investment in Zavodskoi&#039;s genetics branch.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Founded in 2259 by Yefim Dementyev, Necropolis Industries grew on the back of an innovative invention: the combat-capable voidsuit. Although initially cumbersome, heavy, and expensive, demand for more polished them to the form we now know. Their growth only skyrocketed further with the outbreak of the First Interstellar War, where demand for space-capable armor was at an all time high. After the end of the war, and shortly after acquiring Kumar Arms, Necropolis diversified heavily into gene modification technology and biological experimentation. During this period they prominently associated with the Empire of Dominia’s efforts in this area, rather than the Jargon Federation like their main competitor: Zeng-Hu Pharmaceuticals. They were briefly famed for skill and quality of outcome in the area of gene therapy, biological limb replacement, and DNA manipulation. Wise financial decisions have ensured their dominance of arms procurement all across the Orion Spur, especially in the Sol Alliance. Many unique weapons developments have fueled their continued hold on the weapons market, with development of tools such as the energy machete, pulse rifles, and sonic weaponry. Some detractors claim that in recent years they have delved secretly into bio-weaponry and atmospheric weapons, but this has always been denied by Zavodskoi Interstellar representatives. &lt;br /&gt;
&lt;br /&gt;
Unfortunately for Necropolis, skrellian investments in Zeng-Hu Pharmaceuticals made its own genetic advances rapidly irrelevant and the company soon realized that their genetics partner - the Empire of Dominia - was nowhere near the level of the Jargon Federation. As a result Necropolis Industries rebranded itself as Zavodskoi Interstellar following massive cuts to its genetics division and a desire to move itself away from the less-than-stellar reputation of Necropolis, which had come to have its brand name associated with rumors of unethical biological experiments and potential terrorist financing. Rather than pursue further genetics work, Zavodskoi Interstellar opted to pursue what it knew how to do better than any other megacorporation in the Orion Spur: military equipment. The Zavodskoi Interstellar of today remains primarily centered upon three pillars. The largest is its classical military-industrial complex, and a massive amount of humanity&#039;s military equipment, ranging from infantry small arms to combat hardsuits to vehicles and much more, are today produced by it or one of its subsidiaries. The military-industrial pillar has even branched into robotics, thanks to Confiance Technologies, a more recent subsidiary of Zavodskoi Interstellar. Its second pillar, as a result of its genetics research, is its robust biotech research wing - Necropolis medical staff are a common sight throughout the Orion Spur, particularly in the Sol Alliance&#039;s military. &lt;br /&gt;
&lt;br /&gt;
A third, less public, pillar of Zavodskoi Interstellar is its private security force. These officers go wherever Zavodskoi employees go, and are known throughout the Orion Spur for their professionalism. According to company representatives Zavodskoi&#039;s security wing is one of the most competitive in the Orion Spur, and are trained longer than any other megacorporation&#039;s security force. A recent turnover in the highest ranks of the security force following the rebranding of Necropolis to Zavodskoi has caused some suspicion among third-party observers, but no information has been released on this by Zavodskoi representatives.&lt;br /&gt;
&lt;br /&gt;
==Subsidiaries==&lt;br /&gt;
===Kumar Arms===&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;The best defense is a Kumar offense.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kumar Arms is considered the backbone of Zavodskoi Interstellar, founded in the Soviet Union, Earth in 2114. They are one of the most prominent manufacturers of military and police equipment, with a long history of selling to any customer willing to pay their prices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sol: Headquarters in St. Petersburg, Earth; with four major equipment manufacturing facilities across Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Freia Salsnivna, 37, Human&lt;br /&gt;
&lt;br /&gt;
Chief Security Officer: Peter Ivanov, 47, Human&lt;br /&gt;
&lt;br /&gt;
Chief Engineering Officer: Nirbaan Sehwag, 66, Human&lt;br /&gt;
&lt;br /&gt;
Chief Information Officer: Jingya Dayal-Zhang, 59, Human&lt;br /&gt;
&lt;br /&gt;
Chief Procurement Officer: Sumit Jadhav, 37, Human &lt;br /&gt;
&lt;br /&gt;
Chief Development Officer: Ivan Malinov, 54, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kumar Arms, also known as the Kumar Machinery Development Bureau, is one of the most famous and well known arms manufacturers in the Sol Alliance, with a long history stretching back to their founding in February 2114 by Ilyich Kumarvna. Since their founding, they have sold arms to nearly every country, army, or private military company in history. Their reputation for reliable, high quality, easy to use products is well deserved, and their weapons can be found nearly anywhere in the galaxy. Acquired in 2290 by Zavodskoi Interstellar after a series of poor financial decisions following a burst of growth in the First Interstellar War, they have continued to adapt to and lead rapid developments of new types of weapons. Kumar Arms, due to investments made by Zavodskoi Interstellar, has diversified itself into more fields during the 2400s. They produce much of the Sol Alliance&#039;s military vehicles and weaponry, ranging from humble battle rifles and shotguns to the main batteries of naval vessels. &lt;br /&gt;
 &lt;br /&gt;
===Confiance Technologies===&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;“Have confidence in Confiance.”&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confiance Technologies (ConTec) is a subsidiary of Zavodskoi Interstellar, founded on Luna in 2427. They remain a successful company focusing on AI and synthetic component manufacturing. ConTec produces a great amount of the Sol Alliance Navy&#039;s on-board AIs and combat-grade robotics, and does not operate outside of Solarian space by Zavodskoi Interstellar due to the sensitive data they handle. This includes the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sol: Headquarters in Firefly City, Luna; two research and development facilities on Luna; two major equipment manufacturing facilities in Luna’s orbit; one research and development facility in Monaco, France, Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Ilya Moules-Polorov, 43, Human&lt;br /&gt;
&lt;br /&gt;
Chief Research Officer: Florian Chen-Gomez, 56, Human&lt;br /&gt;
&lt;br /&gt;
Chief Technology Officer: Yulia Milosolov, 61, Human&lt;br /&gt;
&lt;br /&gt;
Chief Engineering Officer: Amelia Meng-Wasem, 54, Human&lt;br /&gt;
&lt;br /&gt;
Chief Brand Officer: Martin Laslenev, 38, Human&lt;br /&gt;
&lt;br /&gt;
Chief Quality Assurance Officer: Wei Duhon-Huang, 47, Human&lt;br /&gt;
&lt;br /&gt;
Head Legal Officer: Jayden Flores-Trahan, 41, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While perhaps not being the most innovative or highly profitable corporation, Confiance Technologies was founded as part of an effort to diversify Zavodskoi Interstellar’ profit base into more stable fields. It is not uncommon to find circuits, diagrams, wires, and various parts produced by them in robotics and synthetics across the Sol Alliance. In recent years ConTec has diversified itself into Zavodskoi&#039;s military industry, and has designed personal AIs for use with Zavodskoi hardsuits and weaponry.&lt;br /&gt;
&lt;br /&gt;
[[Category: Corporations]][[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=14580</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=14580"/>
		<updated>2020-04-14T21:55:50Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:NecroInclogo.png|The primary logo of Zavodskoi Interstellar.|thumb]]&lt;br /&gt;
&lt;br /&gt;
=Zavodskoi Interstellar=&lt;br /&gt;
Zavodskoi Interstellar is a manufacturing and development conglomerate founded in 2259. They specialize in all forms of weaponry, ranging from small arms and squad weapons, to armored vehicles and combat EVA equipment. Previously known as Necropolis Industries, Zavodskoi Interstellar has retreated from the genetic research scene to focus on military and police equipment in recent years. However, they still possess a significant genetics branch - though it pales in comparison to Zeng-Hu Pharmaceuticals.&lt;br /&gt;
==General==&lt;br /&gt;
&#039;&#039;&#039;Current CEO:&#039;&#039;&#039; Lyudmila Zavodskoi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Zavodskoi Interstellar Industries, Zavodskoi Interstellar Research&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto:&#039;&#039;&#039; Even one matters in the battlefield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Tolyatti, Soviet Union, Sovustrasia, Earth, Sol&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Tradeband, Tau Ceti Basic, Sol Common&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&#039;&#039;&#039;Sol:&#039;&#039;&#039; Headquarters located in Tolyatti, Soviet Union, Sovustrasia, Earth; two research and development facilities on Earth; research and development facility on Luna; manufacturing facilities on Earth; major DNA bank located on Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;X’yr Vharn’p:&#039;&#039;&#039; Major DNA bank located on Dominia.&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
===Executives===&lt;br /&gt;
Zavodskoi Interstellar is run by the Administrative Board, lead by Chairman and Chief Executive Officer Kazimir Boytsov. The Administrative Board ensures the company is running smoothly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Lydumila Zavodskoi, 48, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Medical Officer:&#039;&#039;&#039; Vasilisa Trusova, 59, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Research Officer:&#039;&#039;&#039; Maria Klavan, 47, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Security Officer:&#039;&#039;&#039; Kamilla Volvalaad, 45, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Information Officer:&#039;&#039;&#039; Erik Rozhkov, 65, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Onufri Zuykov, 54, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Legal Officer:&#039;&#039;&#039; Rollan Demidov-Levy, 49, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Minos Palamaras, 59, Human&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
Zavodskoi Interstellar has rapidly expanded from its home in the Sol Alliance, reaching to most of human space. Here are the locations of their primary and largest branches.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tolyatti, Soviet Union, Earth, Sol:&#039;&#039;&#039; The headquarters of Zavodskoi Interstellar can be found in Tolyatti. The skyscraper complex consists of three Zavodskoi buildings, a Kumar Arms building, and a ConTec building. The complex is relatively austere and compact, though this can be said about any Zavodskoi Interstellar building.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cape Town, South Africa, Earth, Sol:&#039;&#039;&#039; The Cape Town branch sits on the edge of a small cliff, overlooking the ocean. The Cape Town branch is known for being surprisingly beautiful for a corporate building, let alone a Zavodskoi Interstellar building.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Harmony City, Luna, Sol:&#039;&#039;&#039; The Harmony City branch sits slightly hidden from public view, with many workers complaining about the long, twisting alleys that one must walk down to get to the building. Nevertheless, the Harmony City branch is the second largest branch of Zavodskoi Industries.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nova Luxembourg, Dominia, X’yr Vharn’p:&#039;&#039;&#039; The Dominian branch can be found near the city center, prominently overlooking the Court of Chalser. Residing in what was once a bank, the grandiose exterior encloses a large genebank and research building that is well known for its incredibly high security. The grandiose edifices of the Nova Luxembourg branch have decayed in recent years, due to a lack of investment in Zavodskoi&#039;s genetics branch.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Founded in 2259 by Yefim Dementyev, Necropolis Industries grew on the back of an innovative invention: the combat-capable voidsuit. Although initially cumbersome, heavy, and expensive, demand for more polished them to the form we now know. Their growth only skyrocketed further with the outbreak of the First Interstellar War, where demand for space-capable armor was at an all time high. After the end of the war, and shortly after acquiring Kumar Arms, Necropolis diversified heavily into gene modification technology and biological experimentation. During this period they prominently associated with the Empire of Dominia’s efforts in this area, rather than the Jargon Federation like their main competitor: Zeng-Hu Pharmaceuticals. They were briefly famed for skill and quality of outcome in the area of gene therapy, biological limb replacement, and DNA manipulation. Wise financial decisions have ensured their dominance of arms procurement all across the Orion Spur, especially in the Sol Alliance. Many unique weapons developments have fueled their continued hold on the weapons market, with development of tools such as the energy machete, pulse rifles, and sonic weaponry. Some detractors claim that in recent years they have delved secretly into bio-weaponry and atmospheric weapons, but this has always been denied by Zavodskoi Interstellar representatives. &lt;br /&gt;
&lt;br /&gt;
Unfortunately for Necropolis, skrellian investments in Zeng-Hu Pharmaceuticals made its own genetic advances rapidly irrelevant and the company soon realized that their genetics partner - the Empire of Dominia - was nowhere near the level of the Jargon Federation. As a result Necropolis Industries rebranded itself as Zavodskoi Interstellar following massive cuts to its genetics division and a desire to move itself away from the less-than-stellar reputation of Necropolis, which had come to have its brand name associated with rumors of unethical biological experiments and potential terrorist financing. Rather than pursue further genetics work, Zavodskoi Interstellar opted to pursue what it knew how to do better than any other megacorporation in the Orion Spur: military equipment. The Zavodskoi Interstellar of today remains primarily centered upon three pillars. The largest is its classical military-industrial complex, and a massive amount of humanity&#039;s military equipment, ranging from infantry small arms to combat hardsuits to vehicles and much more, are today produced by it or one of its subsidiaries. The military-industrial pillar has even branched into robotics, thanks to Confiance Technologies, a more recent subsidiary of Zavodskoi Interstellar. Its second pillar, as a result of its genetics research, is its robust biotech research wing - Necropolis medical staff are a common sight throughout the Orion Spur, particularly in the Sol Alliance&#039;s military. &lt;br /&gt;
&lt;br /&gt;
A third, less public, pillar of Zavodskoi Interstellar is its private security force. These officers go wherever Zavodskoi employees go, and are known throughout the Orion Spur for their professionalism. According to company representatives Zavodskoi&#039;s security wing is one of the most competitive in the Orion Spur, and are trained longer than any other megacorporation&#039;s security force. A recent turnover in the highest ranks of the security force following the rebranding of Necropolis to Zavodskoi has caused some suspicion among third-party observers, but no information has been released on this by Zavodskoi representatives.&lt;br /&gt;
&lt;br /&gt;
==Subsidiaries==&lt;br /&gt;
===Kumar Arms===&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;&amp;quot;The best defense is a Kumar offense.&amp;quot;&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kumar Arms is considered the backbone of Zavodskoi Interstellar, founded in the Soviet Union, Earth in 2114. They are one of the most prominent manufacturers of military and police equipment, with a long history of selling to any customer willing to pay their prices.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sol: Headquarters in St. Petersburg, Earth; with four major equipment manufacturing facilities across Eastern Europe.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Freia Salsnivna, 37, Human&lt;br /&gt;
&lt;br /&gt;
Chief Security Officer: Peter Ivanov, 47, Human&lt;br /&gt;
&lt;br /&gt;
Chief Engineering Officer: Nirbaan Sehwag, 66, Human&lt;br /&gt;
&lt;br /&gt;
Chief Information Officer: Jingya Dayal-Zhang, 59, Human&lt;br /&gt;
&lt;br /&gt;
Chief Procurement Officer: Sumit Jadhav, 37, Human &lt;br /&gt;
&lt;br /&gt;
Chief Development Officer: Ivan Malinov, 54, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kumar Arms, also known as the Kumar Machinery Development Bureau, is one of the most famous and well known arms manufacturers in the Sol Alliance, with a long history stretching back to their founding in February 2114 by Ilyich Kumarvna. Since their founding, they have sold arms to nearly every country, army, or private military company in history. Their reputation for reliable, high quality, easy to use products is well deserved, and their weapons can be found nearly anywhere in the galaxy. Acquired in 2290 by Zavodskoi Interstellar after a series of poor financial decisions following a burst of growth in the First Interstellar War, they have continued to adapt to and lead rapid developments of new types of weapons. Kumar Arms, due to investments made by Zavodskoi Interstellar, has diversified itself into more fields during the 2400s. They produce much of the Sol Alliance&#039;s military vehicles and weaponry, ranging from humble battle rifles and shotguns to the main batteries of naval vessels. &lt;br /&gt;
 &lt;br /&gt;
===Confiance Technologies===&lt;br /&gt;
&amp;lt;b&amp;gt;&amp;lt;i&amp;gt;“Have confidence in Confiance.”&amp;lt;/i&amp;gt;&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;General&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Confiance Technologies (ConTec) is a subsidiary of Zavodskoi Interstellar, founded on Luna in 2427. They remain a successful company focusing on AI and synthetic component manufacturing. ConTec produces a great amount of the Sol Alliance Navy&#039;s on-board AIs and combat-grade robotics, and does not operate outside of Solarian space by Zavodskoi Interstellar due to the sensitive data they handle. This includes the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Influence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sol: Headquarters in Firefly City, Luna; two research and development facilities on Luna; two major equipment manufacturing facilities in Luna’s orbit; one research and development facility in Monaco, France, Earth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chief Executive Officer: Ilya Moules-Polorov, 43, Human&lt;br /&gt;
&lt;br /&gt;
Chief Research Officer: Florian Chen-Gomez, 56, Human&lt;br /&gt;
&lt;br /&gt;
Chief Technology Officer: Yulia Milosolov, 61, Human&lt;br /&gt;
&lt;br /&gt;
Chief Engineering Officer: Amelia Meng-Wasem, 54, Human&lt;br /&gt;
&lt;br /&gt;
Chief Brand Officer: Martin Laslenev, 38, Human&lt;br /&gt;
&lt;br /&gt;
Chief Quality Assurance Officer: Wei Duhon-Huang, 47, Human&lt;br /&gt;
&lt;br /&gt;
Head Legal Officer: Jayden Flores-Trahan, 41, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While perhaps not being the most innovative or highly profitable corporation, Confiance Technologies was founded as part of an effort to diversify Zavodskoi Interstellar’ profit base into more stable fields. It is not uncommon to find circuits, diagrams, wires, and various parts produced by them in robotics and synthetics across the Sol Alliance. In recent years ConTec has diversified itself into Zavodskoi&#039;s military industry, and has designed personal AIs for use with Zavodskoi hardsuits and weaponry.&lt;br /&gt;
&lt;br /&gt;
[[Category: Corporations]][[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=14550</id>
		<title>Earth</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Earth&amp;diff=14550"/>
		<updated>2020-04-13T01:58:24Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Earth.jpg|thumb|400px|Earth is the homeworld of humanity.]]&lt;br /&gt;
==General Information==&lt;br /&gt;
&#039;&#039;&#039;System:&#039;&#039;&#039; [[Sol|Sol]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moon(s):&#039;&#039;&#039; [[Luna]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Development level:&#039;&#039;&#039; Extremely High&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (Planetside):&#039;&#039;&#039; 19,160,000,000 (est.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population (In Orbit):&#039;&#039;&#039; 987,950,000 (est.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See: [[Earth Provinces]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Earth (also called Terra, Gaia, or Sol III) is the third planet in orbit around the star Sol, and is the homeworld of humanity. Approximately 74% of its surface is covered in salt water, due to an amplified greenhouse effect melting the planet&#039;s polar ice caps several centuries ago and the consequent global shading and cooling projects to reduce sea level. Originally home to millions of distinct species of flora and fauna, it is estimated that 94% of those species have gone extinct, but through the miracle of cloning dozens of new species that were previously extinct are being reintroduced every month.&lt;br /&gt;
&lt;br /&gt;
The biosphere of Earth was severely polluted and ecologically ravaged towards the end of the 23rd century, and a runaway greenhouse effect was nearly achieved by the time all nonrenewable resources had been depleted. However, extensive private, corporate and government investment in reclamation programs, high efficiency renewable energy and sustainable development resulted in a reversing trend of pollution that has greatly improved living conditions on the surface.&lt;br /&gt;
&lt;br /&gt;
Earth is the most densely populated planet in all of explored space, surpassing even the [[Skrell|Skrellian homeworld&#039;s]] population by several billion. Earth is also the most developed planet in human space, with sprawling megalopolises, or &amp;quot;megacities.&amp;quot; Several of these superdense metropolitan areas are built up in a tiered fashion. There is also a massive population of spacers living in orbit, and several tens of millions living on Luna, the natural satellite of Earth.&lt;br /&gt;
&lt;br /&gt;
[[File:EarthLabelled.png|400px|thumb|right|A political map showing the old provinces of Earth under the one world government.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Earthoof.png|400px|thumb|right|The new political map circa 2461 after the ATLAS-dominated SolGov assumed direct control. The official map is viewed as an insult by the people of Earth and is believed to be retaliation of Earth&#039;s support of Mars.]]&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
The Earth&#039;s environment as of modern day is stabilizing at a steady rate. New growth forests that were sown several decades ago are now thriving on the outskirts of major metropolitan areas. The general air quality is now on par with that of the early 21st century, and the oceans have been subjected to extensive reclamation programs that have neutralized large portions of residual pollution. Artificially introduced fish stocks populate the depths, and cloned versions of extinct species have been reintroduced into the wilds.&lt;br /&gt;
&lt;br /&gt;
This was not always the case. From the late [[Timeline of Humanity#The Second Space Age|2100s]] to the late 2200s, Earth was approaching a critical mass in terms of pollution. Global temperatures had risen to the point that the planet was in the early stages of a runaway greenhouse effect, and air pollution blotted out the sun in some areas. Serious health issues due to the environment were especially rampant during this period. The world&#039;s rain forests were on the bring of total desertification.&lt;br /&gt;
&lt;br /&gt;
Advances in technology and a massive shift in focus towards restorative and environmentalist policies eventually reversed the negative trend of Earth&#039;s environment. Massive terraforming facilities recycled and neutralized pollutants and greenhouse gases in the atmosphere. Most cities are built to be sustainable, and DNA samples from various extinct species were used to reconstruct and clone them with current technology. Within the span of a century, a vast quantity of the effects of ecological and environmental devastation were nullified, reversed in some cases, and severely dampened at the very least.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
===Humanity===&lt;br /&gt;
Earth is the homeworld of humanity. Humans first evolved around 7 million years ago, but it wasn&#039;t until only 700 years ago that the human population skyrocketed due to the industrial revolution and the second green revolution. Since then, the population growth trend for humanity has been exponential, plateauing off slightly in the 21st century, but skyrocketing again with the emergence of planetary colonization. Approximately 20% of all humans live on Earth.&lt;br /&gt;
&lt;br /&gt;
There was significant religious and ideological turmoil within humanity throughout its history, which often resulted in warfare and violence. In the 22nd Century the global economy collapsed by more than half, and years of economic turmoil caused the collapse of effective central government in most areas until the United Nations was reformed into a one world government that eventually evolved into the Sol Alliance. However trends of economic or even violent upheaval continued even past the creation of the Sol Alliance, and into the modern day. Terrorist groups still exist and rogue colonial governments will occasionally rebel, with the Sol Alliance stretching itself thin attempting to hold together its hundreds and hundreds of holdings.&lt;br /&gt;
&lt;br /&gt;
===Supranational Organizations===&lt;br /&gt;
Since the creation of the one world government under the United Nations and its later evolution in the Sol Alliance, warfare between the nation-states of Earth has become nonexistent. This is also partially attributed to the creation of supranational organizations to help the various countries manage their respective continents, as well as the Sol Alliance&#039;s peacekeeping and mediation duties. Most of the countries that existed around the 21st century ceased to exist and have been replaced by supranational unions that act as [[Earth Provinces|provinces]] for Earth&#039;s one world government.&lt;br /&gt;
&lt;br /&gt;
[[Image:statue_of_liberty.jpg|thumb|400px|The Statue of Liberty was moved from its original location due to rises in the sea level. It now resides in an enclosed dome, where it is protected from the elements.]]&lt;br /&gt;
&lt;br /&gt;
===Heritage Sites and Monuments===&lt;br /&gt;
In the mid-20th century, an organization called UNESCO designated heritage sites, or areas and locations deemed culturally significant to humanity. Many significant sites were lost as sea levels rose to cover them over time, but significant architectures and monuments ended up being well preserved by their respective nations, and still exist into the modern day. Copies and reproductions of famous monuments exist on other planets, but the originals can still be found on Earth.&lt;br /&gt;
&lt;br /&gt;
[[Category:Planets and Systems]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Earthoof.png&amp;diff=14549</id>
		<title>File:Earthoof.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Earthoof.png&amp;diff=14549"/>
		<updated>2020-04-13T01:57:16Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: Map of the Earth and its regional division.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map of the Earth and its regional division.&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=14547</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=14547"/>
		<updated>2020-04-13T00:22:24Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Present Day */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[File:II-teal.png|The primary logo of Idris Incorporated.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated is an interstellar corporate bank based in [[Biesel#Mendell_City|Mendell City]]. They own one of the largest banks in humanity as well as the largest power generation company, &amp;quot;Idris Power,&amp;quot; in the known universe. They are also known for providing secure Credit storage and designer clothing labels.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&#039;&#039;&#039;Current CEO:&#039;&#039;&#039; Alex Mason&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Idris Incorporated, Idris Banking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto(s):&#039;&#039;&#039; &#039;&#039;Astronomical Figures.&#039;&#039; &#039;&#039;Unlimited Power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Mendell City, Biesel, Tau Ceti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Tradeband, Tau Ceti Basic&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&#039;&#039;&#039;Tau Ceti:&#039;&#039;&#039; Major server facility on Biesel; HQ located in Mendell City, Biesel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sol:&#039;&#039;&#039; Major server facility on Earth.&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
===Executives===&lt;br /&gt;
Idris is run by the Board of Governors, lead by Chairman Markus Idris. The Board of Governors oversee the general function of the bank, with teams in Sol and Tau Ceti managing more local problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman:&#039;&#039;&#039; Markus Idris, 34, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Alex Mason, 38, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Information Officer:&#039;&#039;&#039; Andrea Idris, 33, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Janet Mason, 36, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Verimae Rakael, 42, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Arthur Curring, 49, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Security Officer:&#039;&#039;&#039; Xavier Mold, 28, Human&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
Idris Incorporated has services throughout [[Republic_of_Biesel|the Republic of Biesel]] and [[Sol_Alliance|the Sol Alliance]], though in decline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Biesel#Mendell_City|Mendell City]], [[Biesel]], [[Tau_Ceti|Tau Ceti]]:&#039;&#039;&#039; Idris Incorporated’s headquarters in Mendell City can be found near the edge of the Zhengfu District. As profits drop, the building has slowly become more and more neglected, becoming quite the eyesore in the otherwise pristine district.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chicago, United Americas, [[Earth]], [[Sol]]:&#039;&#039;&#039; The Chicago branch directs the corporation’s activity in Sol. There have been talks of cutting losses on Tau Ceti and moving the company to Chicago, though the incredibly competitive corporate scene of the United Americas would prove difficult.&lt;br /&gt;
&lt;br /&gt;
==Idris Reclamation and Idris Security Units==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;We have authority to reclaim your security as per your loan agreement. I am cleared to use reasonable force to achieve this directive. Do not resist.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notorious across the known galaxy, Idris Reclamation Units are shell [[IPC]]s constructed and programmed to investigate, interrogate as well as reclaim securities and or assets from a client in arrears. Capable of excellent customer service and a novelty to agreeable customers, their notoriety stems from their inhuman treatment of &amp;quot;problem customers&amp;quot;. In the interest of carrying out their various &#039;directives&#039;, Reclamation Units are programmed, and granted authorization for, the usage of &#039;reasonable force&#039; against clients, though this reliably never trends towards irreparable injury or death. A majority of contracts are settled ‘diplomatically’, with reasonable force, in teams of two units. &#039;&#039;&#039;Idris Reclamation Units are designated by the prefix “IRU-” followed by their name.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated&#039;s Synthetic Department consists of both an investigative and asset reclamation division, as well as a security division. The Idris Security Division consists of medium to heavy class IPCs for use as bank security as well as higher risk reclamation contracts.&lt;br /&gt;
&lt;br /&gt;
Known problematic clients will warrant the use of the Idris Security units, consisting more often than not, although not limited to, Baseline and G2 chassis’, as well as a human handler for coordination as well as oversight. This is in order to manage the operation, authorize actions, command the unit, and secure any fallen members/equipment. The human handler will rarely engage in conflict directly, reserving the more dangerous operations to the IPC security detail units. IPC security teams consist of between 2-6 IPCs per human handler. &#039;&#039;&#039;Idris Security Units are designated by the prefix “ISU-” followed by their name.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranks exist within the reclamation department: Agent, Special Agent and Inspector, reserved for IRUs to allow for a hierarchy of authority amongst IPCs. This ensures orderly and efficient management in environments where IPCs may outnumber human superiors. Idris Incorporated employees are always considered as possessing seniority to the IPC Security and Reclamation Units.&lt;br /&gt;
&lt;br /&gt;
Given the sensitive nature of their field, Idris Incorporated synthetics are barred from acquiring freedom and if sold, their positronic brains are memory wiped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Many IRUs and ISUs are sold second hand or loaned out to various corporations who usually utilise them for security or investigation work.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Idris Incorporated was founded as pressure grew for a secure way to store Credits and have them transferable across solar systems. Idris Trust was at the time, one of the few banking institutions that offered interstellar services based in Sol, making them one of the most experimental, yet immensely convenient choices for business firms, especially centered around Eridani space. Under supervision from the Idris family, the bank grew astonishingly, as more and more large businesses and corporations noticed the need to expand and extend their influence across the stars. It was then when it was decided that they touch on other fields as well such as power generation, and enter the stage of megacorporations.&lt;br /&gt;
 &lt;br /&gt;
Starting off, all of the most lucrative fields had already been dominated by firms such as Hephaestus Industries and Nanotrasen. As such, it was decided that a more commercial approach would be followed,  focusing on power provision, electronics, gadgets, and software. With enough effort put in, Idris Incorporated secured a moderate foothold in the Solarian and Tau Ceti markets, with its biggest hit being its new cybernetics and augmentation services on [[Eridani_Federation|Epsilon Eridani]]. As the corporation developed, so did its banking services and figures, landing it the title of biggest bank in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Idris Incorporated has managed to secure a place in the service synthetic sector, creating its own software and a decent IPC shell frame production line, intended for use as clerks and customer service, while still famed for its outstanding human staff in the high end service sector, with many acclaimed chefs and mixologists to accompany the high brass on their business trips, and to sooth big deals.&lt;br /&gt;
&lt;br /&gt;
===The Idris Family===&lt;br /&gt;
Founded by wealthy businessman William Idris, not much is known about the people behind the world’s largest human bank. Through the generations, the Idris would change their family seat from Sol to Epsilon Eridani, and from there branch off and expand to Mendell City, the current headquarters of the corporation. Erin Idris is the most famous for rapidly expanding the family bank to its new heights.&lt;br /&gt;
&lt;br /&gt;
A very secretive family, the Idris never shared private information with the public. This has made them the subject of many theories by those who care enough. Their Eridanian connections appear to have enabled them to embrace heavy augmentations. The bright artificial blue light of the eyes, full coats, dark gloves and what appear to be bright cyan blood vessels on the necks of the most senior, fully retired from public eye family members, never fail to reinforce the feelings of abnormality and fear.&lt;br /&gt;
&lt;br /&gt;
Despite their secret life, the Idris are known for their dubious deals and shady business, while perfectly maintaining the aura of outstanding, honest customer service they are so renowned for. It is no secret though, that when they feel their interests threatened, none of them would hesitate to adopt extreme measures. No few were the cases of “mysterious disappearances” of small rival business strongmen, or of “miraculous turnings” of problem customers, into ideal clients.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Idris Incorporated now runs the largest bank in known space and have expanded into the field of power generation.&lt;br /&gt;
&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for other major inter-stellar corporations to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank). However, they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the company&#039;s bank as their method of storing funds, preventing Idris from having a large amount of members. This has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=14546</id>
		<title>Idris Incorporated</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Idris_Incorporated&amp;diff=14546"/>
		<updated>2020-04-13T00:19:56Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Present Day */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[File:II-teal.png|The primary logo of Idris Incorporated.|thumb]]&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated is an interstellar corporate bank based in [[Biesel#Mendell_City|Mendell City]]. They own one of the largest banks in humanity as well as the largest power generation company, &amp;quot;Idris Power,&amp;quot; in the known universe. They are also known for providing secure Credit storage and designer clothing labels.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&#039;&#039;&#039;Current CEO:&#039;&#039;&#039; Alex Mason&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; Idris Incorporated, Idris Banking&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motto(s):&#039;&#039;&#039; &#039;&#039;Astronomical Figures.&#039;&#039; &#039;&#039;Unlimited Power.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Headquarters:&#039;&#039;&#039; Mendell City, Biesel, Tau Ceti&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Tradeband, Tau Ceti Basic&lt;br /&gt;
&lt;br /&gt;
==Influence==&lt;br /&gt;
&#039;&#039;&#039;Tau Ceti:&#039;&#039;&#039; Major server facility on Biesel; HQ located in Mendell City, Biesel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sol:&#039;&#039;&#039; Major server facility on Earth.&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
===Executives===&lt;br /&gt;
Idris is run by the Board of Governors, lead by Chairman Markus Idris. The Board of Governors oversee the general function of the bank, with teams in Sol and Tau Ceti managing more local problems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Owner and Chairman:&#039;&#039;&#039; Markus Idris, 34, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Alex Mason, 38, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Information Officer:&#039;&#039;&#039; Andrea Idris, 33, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Janet Mason, 36, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Financial Officer:&#039;&#039;&#039; Verimae Rakael, 42, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Operations Officer:&#039;&#039;&#039; Arthur Curring, 49, Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Security Officer:&#039;&#039;&#039; Xavier Mold, 28, Human&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
Idris Incorporated has services throughout [[Republic_of_Biesel|the Republic of Biesel]] and [[Sol_Alliance|the Sol Alliance]], though in decline.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Biesel#Mendell_City|Mendell City]], [[Biesel]], [[Tau_Ceti|Tau Ceti]]:&#039;&#039;&#039; Idris Incorporated’s headquarters in Mendell City can be found near the edge of the Zhengfu District. As profits drop, the building has slowly become more and more neglected, becoming quite the eyesore in the otherwise pristine district.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chicago, United Americas, [[Earth]], [[Sol]]:&#039;&#039;&#039; The Chicago branch directs the corporation’s activity in Sol. There have been talks of cutting losses on Tau Ceti and moving the company to Chicago, though the incredibly competitive corporate scene of the United Americas would prove difficult.&lt;br /&gt;
&lt;br /&gt;
==Idris Reclamation and Idris Security Units==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&amp;quot;We have authority to reclaim your security as per your loan agreement. I am cleared to use reasonable force to achieve this directive. Do not resist.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Notorious across the known galaxy, Idris Reclamation Units are shell [[IPC]]s constructed and programmed to investigate, interrogate as well as reclaim securities and or assets from a client in arrears. Capable of excellent customer service and a novelty to agreeable customers, their notoriety stems from their inhuman treatment of &amp;quot;problem customers&amp;quot;. In the interest of carrying out their various &#039;directives&#039;, Reclamation Units are programmed, and granted authorization for, the usage of &#039;reasonable force&#039; against clients, though this reliably never trends towards irreparable injury or death. A majority of contracts are settled ‘diplomatically’, with reasonable force, in teams of two units. &#039;&#039;&#039;Idris Reclamation Units are designated by the prefix “IRU-” followed by their name.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated&#039;s Synthetic Department consists of both an investigative and asset reclamation division, as well as a security division. The Idris Security Division consists of medium to heavy class IPCs for use as bank security as well as higher risk reclamation contracts.&lt;br /&gt;
&lt;br /&gt;
Known problematic clients will warrant the use of the Idris Security units, consisting more often than not, although not limited to, Baseline and G2 chassis’, as well as a human handler for coordination as well as oversight. This is in order to manage the operation, authorize actions, command the unit, and secure any fallen members/equipment. The human handler will rarely engage in conflict directly, reserving the more dangerous operations to the IPC security detail units. IPC security teams consist of between 2-6 IPCs per human handler. &#039;&#039;&#039;Idris Security Units are designated by the prefix “ISU-” followed by their name.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ranks exist within the reclamation department: Agent, Special Agent and Inspector, reserved for IRUs to allow for a hierarchy of authority amongst IPCs. This ensures orderly and efficient management in environments where IPCs may outnumber human superiors. Idris Incorporated employees are always considered as possessing seniority to the IPC Security and Reclamation Units.&lt;br /&gt;
&lt;br /&gt;
Given the sensitive nature of their field, Idris Incorporated synthetics are barred from acquiring freedom and if sold, their positronic brains are memory wiped.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Many IRUs and ISUs are sold second hand or loaned out to various corporations who usually utilise them for security or investigation work.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Idris Incorporated was founded as pressure grew for a secure way to store Credits and have them transferable across solar systems. Idris Trust was at the time, one of the few banking institutions that offered interstellar services based in Sol, making them one of the most experimental, yet immensely convenient choices for business firms, especially centered around Eridani space. Under supervision from the Idris family, the bank grew astonishingly, as more and more large businesses and corporations noticed the need to expand and extend their influence across the stars. It was then when it was decided that they touch on other fields as well such as power generation, and enter the stage of megacorporations.&lt;br /&gt;
 &lt;br /&gt;
Starting off, all of the most lucrative fields had already been dominated by firms such as Hephaestus Industries and Nanotrasen. As such, it was decided that a more commercial approach would be followed,  focusing on power provision, electronics, gadgets, and software. With enough effort put in, Idris Incorporated secured a moderate foothold in the Solarian and Tau Ceti markets, with its biggest hit being its new cybernetics and augmentation services on [[Eridani_Federation|Epsilon Eridani]]. As the corporation developed, so did its banking services and figures, landing it the title of biggest bank in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, Idris Incorporated has managed to secure a place in the service synthetic sector, creating its own software and a decent IPC shell frame production line, intended for use as clerks and customer service, while still famed for its outstanding human staff in the high end service sector, with many acclaimed chefs and mixologists to accompany the high brass on their business trips, and to sooth big deals.&lt;br /&gt;
&lt;br /&gt;
===The Idris Family===&lt;br /&gt;
Founded by wealthy businessman William Idris, not much is known about the people behind the world’s largest human bank. Through the generations, the Idris would change their family seat from Sol to Epsilon Eridani, and from there branch off and expand to Mendell City, the current headquarters of the corporation. Erin Idris is the most famous for rapidly expanding the family bank to its new heights.&lt;br /&gt;
&lt;br /&gt;
A very secretive family, the Idris never shared private information with the public. This has made them the subject of many theories by those who care enough. Their Eridanian connections appear to have enabled them to embrace heavy augmentations. The bright artificial blue light of the eyes, full coats, dark gloves and what appear to be bright cyan blood vessels on the necks of the most senior, fully retired from public eye family members, never fail to reinforce the feelings of abnormality and fear.&lt;br /&gt;
&lt;br /&gt;
Despite their secret life, the Idris are known for their dubious deals and shady business, while perfectly maintaining the aura of outstanding, honest customer service they are so renowned for. It is no secret though, that when they feel their interests threatened, none of them would hesitate to adopt extreme measures. No few were the cases of “mysterious disappearances” of small rival business strongmen, or of “miraculous turnings” of problem customers, into ideal clients.&lt;br /&gt;
&lt;br /&gt;
=== Present Day ===&lt;br /&gt;
Now, in the 60&#039;s of the 25th century, Idris Incorporated runs the largest bank in known space and have expanded into the field of power generation.&lt;br /&gt;
&lt;br /&gt;
The bank has begun offering joining bonuses to those who work for other major inter-stellar corporations to draw people away from using the companies own banks (such as NanoTrasen&#039;s Bank). However, they are still in a struggle with NanoTrasen due to it&#039;s large employee base mainly using the company&#039;s bank as their method of storing funds, preventing Idris from having a large amount of members. This has caused strained relationships between NanoTrasen and Idris Incorporated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Lore]]&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=14518</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=14518"/>
		<updated>2020-04-09T18:12:43Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[Image:Mars_Biodomes.jpg|thumb|250px|A view of new biodome complexes in Olympia.]]&lt;br /&gt;
&lt;br /&gt;
Mars (Sol IV) is the fourth planet out from Sol. Often called the Red Planet, it has a surface area the size of Earth&#039;s entire landmass. It has a stable population of 4.5 billion people. Around 11% of the population is non-human - an astonishing number for a planet in the Solar system. There is a significant minority of synthetics on the planet; a hold-over from Mars&#039; early years of harsh criminal justice allowing corporations to cyborgify criminals responsible for major crimes.&lt;br /&gt;
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Despite its proximity to Earth, during the early years of interstellar colonization Mars was only home to small scientific expeditions and outposts that etched out a meager existence until the 2200&#039;s, when terraforming technology was finally able to slowly reintroduce water and atmosphere to the planet. Currently the atmosphere is breathable but incredibly thin, which makes strenuous efforts outside the arcologies very dangerous.&lt;br /&gt;
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Until recently an Alliance fleet remained in orbit of Mars at all times, ensuring that the planet remains disarmed and free of armed disputes. With a political shift in 2459, that fleet was removed and Mars is now granted greater autonomy as a member of the Sol Alliance itself - possibly at the expense of SolGov.&lt;br /&gt;
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== Demographics ==&lt;br /&gt;
=== The Urban Martians ===&lt;br /&gt;
The vast majority of Martian population is urban, living in arcologies, sometimes referred to as “hives”. A miracle of engineering for early colonization times, they are designed to support as many residents as possible, while conserving space and construction costs. The lower part of a truncated pyramid-shaped structure is dedicated to apartments with the occasional amenity such as a hospital or grocery store, while the upper one is dedicated to various malls and offices. Finally, the top part, covered by a transparent dome, usually hosts entertainment and hydroponics facilities, as well as a gravity generator. This section of the arcology is heavily maintained by the arcology&#039;s habitants, with many of them coming to do volunteer work here due to the section&#039;s importance to the arcology as a whole.&lt;br /&gt;
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Almost all of the major arcologies on Mars are concentrated around liquid water. Because of the unique mineral content of Martian soil, unfiltered Martian water is incredibly acidic and unsafe to drink. Very few fish can survive in the Martian lakes and seas, and none of them safe to eat or fish.&lt;br /&gt;
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Two centuries later, however, obvious problems with these designs have come to light. Stacking thousands of tiny apartments into a relatively small space has led to the structures being nigh impossible to navigate without a GPS or decades of experience, which especially cripples the local law enforcement. The cramped flats often do not possess basic necessities such as kitchens or bathrooms, and later attempts to expand upon them have made the complexes into ugly, over-engineered structures that require almost constant maintenance. Because only the outer part can be built upon, the verge apartments tend to be the most expensive to live in.&lt;br /&gt;
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As such, insides of the complexes are dimly lit, grim places with low quality of life. This is very starkly contrasted by Mars being incredibly technologically and economically developed. Workers here often enjoy the highest quality equipment, high salaries and an extremely wide selection of consumer goods. Due to having a Bluespace Gate nearby, Mars is considered to be the center of Sol trade, which has historically attracted a considerable alien population.&lt;br /&gt;
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=== Rural Martians ===&lt;br /&gt;
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Despite the inhospitable terrain, the deserts around the arcologies are not uninhabited. Boomtowns and villages wax and wane across the surface. Most rural Martians have rejected the daily grind of urban life, preferring to life off the land.&lt;br /&gt;
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Most rural Martians live in small, sealed biomes. Many of these small towns, usually numbering no more than 20 - 2,000 people, are sponsored by a major corporation and get by on hydroponic farming or mining. Martian tubers, such as potatoes, remain a popular dish in the core worlds as the Martian soil - when removed of toxic elements - gives them a unique flavor. &lt;br /&gt;
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Rural Martians tend to have a deep connection to the planet and its soil. The appreciation for the harsh environment has bred a population of rugged survivalists. This is compounded by their lack of access to gravity generators; many rural Martians try to raise money to send pregnant, young, or growing family members to the arcologies. Those that stay behind adopt a vigorous culture of physical fitness as they try to stave off the developmental issues associated with low gravity. Some of the rural Martians are people exiled from the arcology for offences of varying gravity, as the punishment systems vary widely from arcology to arcology.&lt;br /&gt;
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[[Image:MarsLabelled.png|thumb|250px|Despite the harsh and arid environment, many urban areas have developed.]]&lt;br /&gt;
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==Culture==&lt;br /&gt;
Mars is home to the Sol cultural underground. In the latest centuries, the more prominent celebrities began to avoid the planet in favor of moving to and giving performances on Venus and Biesel. Instead, the unique Martian scene flourishes here. The most common themes in works of art are politics, standing up against the authorities and the absurdity of the modern world, and simply musings on the Martian life - especially of the poor.&lt;br /&gt;
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The tensions combined with the planet’s wildly different features and cultural mindsets have, over centuries, produced cultures and traditions unique to Mars. Even today, some of many culture groups on Mars still keep to old traditions that have all but disappeared on Earth. Many Martians take pride in this, believing that Mars holds a unique connection to humanity in its pure state.&lt;br /&gt;
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A majority of Martian artists aim to create art that is serious, often experimental in nature, and is not intended to appeal to the mainstream audience. This movement is called &#039;&#039;&#039;egait ztush&#039;&#039;&#039;, which roughly translates from Freespeak as “higher forms”. &lt;br /&gt;
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A less popular movement is &#039;&#039;&#039;ktipita&#039;&#039;&#039;, translated simply as “plainness”. Fiction, music and film of this genre aims to simply encapsulate “life as it is”, being extremely grounded and dealing with very simple stories and concepts that an average Martian can relate themselves to, with the occasional folk motif. &lt;br /&gt;
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In the recent decades, Martian culture has received strong Skrellian influences. Themes of synthetic uprisings and the Cassandra metaphor have caught on very well with Martian artists, given the planet’s history with cyborgs. A lot of Skrell writers and directors have worked here with human actors and cinematographers on various egait ztush films, usually producing works with extremely complex and convoluted, yet surprisingly consistent plot lines.&lt;br /&gt;
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== History ==&lt;br /&gt;
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=== Early Colonization ===&lt;br /&gt;
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Despite Mars being a barren planet, a mixture of desperate living conditions on Earth and a bold commitment to exploration and colonization caused it to experience small scale colonization in the 2100&#039;s. &#039;&#039;&#039;After the terraforming efforts of 2200&#039;&#039;&#039; began and with the discovery of massive fossil fuel deposits (therefore confirming Mars once held life), optimistic nations and corporations attempted to set up a foothold on it, causing tens of thousands of colonists to arrive during the first waves. After it became clear that Mars would remain hostile for quite some time, was passed over for more suitable, distant worlds for a long period, leaving the original settlers to etch out a meager life. The byproduct of this is that many issues, national and cultural that plagued humanity at those times were brought over to the Red Planet, causing tensions between its inhabitants and new settlers. Despite the one world government of the Alliance, individual nations on Earth would finance and support colonies on Mars, pitting them against one another. Wars between the colonies, although rare, were not unheard of. The ones that survived have long since grown into large, independent arcologies, which are for the most part friendly competitors under the watchful eye of Sol Alliance.&lt;br /&gt;
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The fossil fuels found on Mars were quickly put to use. Power plants, large factory complexes were constructed outside the arcologies, and the planet was becoming industrialized, which later on played into the terraforming process of the planet. Most of construction was done by crew-operated behemothian industrial machines(around the size of modern-day bucket-wheel excavators), which are still used to this day for work outside the domes. Mostly Cyborgs and programmed robots worked in these buildings outside the safety of the arcologies, until later on when the planet&#039;s atmosphere stabilized in 2400.&lt;br /&gt;
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===History of Terraforming===&lt;br /&gt;
Terraforming process started during the late part of the 22nd century, as massive terraformers designed to turn Mars’ natural minerals into gasses and legions of cyborgs were put into action. The idea was to replicate the Global Warming process humans have inadvertently done on Earth, but in a more controlled environment  with goals of increasing both air pressure and temperature. The process was incredibly slow and expensive, and dogged by a major catastrophe in 2298 that nearly ended the entire process and caused untold amounts of human suffering and economic damage.&lt;br /&gt;
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Although controversial for both its cost and dangers, the terraforming project of Mars is considered a success. The air is still toxic, but it effectively raised Mars&#039; near zero pressure to slightly tolerable, along with the average temperature. Furthermore, the vast amounts of polarized iron dust now flowing around the planet’s lower orbit has created for a makeshift electromagnetic shield, reducing harmful radiation by a large degree. Efforts are being made to maintain it. This difference meant that by 2400 a space suit was no longer needed to traverse its surface. Instead, pressure suits or thick clothing, along with eye, mouth and ear protection are enough to stop the worst effects of low pressure environment.  Single-cellular life has prospered as well, due to a atmosphere now rich with organic particles. Due to this, Mars is slowly losing its famous red color.&lt;br /&gt;
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Mars has a relatively long history of colonization, as well as destructive events. This has resulted in many colonies, facilities and arcology covering the wastes of the planet. One such arcology was Divitae, an independent mining colony established during the early gold rush that failed because of aging storms and lack of funds for redevelopment.&lt;br /&gt;
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During the period of terraforming, Mars received an immense number of [[IPC|Cyborgs]] to serve as its workforce. In the late part of the 22nd century, Humanity has achieved the ability to produce heavy cyborgs. Being able to function and work freely in the harsh environment, Martian terraforming firms pressed for more and more cyborg workers, but volunteers for this process were few and far between due to the risks around the procedure. Eventually, to meet demand, cyborgification was implemented as capital punishment for crimes, less and less severe as time passed. In total, between 2204, when the implementation of cyborgs started, and 2260, when it stopped, over 35 million cyborgs have been sent to Mars as serve as workforce. The terraforming project started to backfire soon after.&lt;br /&gt;
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The extent of the crimes Martians caused, as well other problems the synthetics caused, resulted in an overall negative view of AIs and cyborgification among the populace.  Sometime after, Mars Senate constructed a large monumental graveyard for victims of forced cyborgification sometimes refered to CyTomb. Cyborgs and cyborgification are banned in several larger arcologies such as Crest Olympia, Greater London, Elysium and Red Gaia.&lt;br /&gt;
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=== The Catastrophe of 2298 ===&lt;br /&gt;
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The first of two major catastrophes in Martian history was the &#039;&#039;&#039;abrupt failure of its terraforming infrastructure in the winter of 2298&#039;&#039;&#039;. The entire infrastructure was linked to a single network, which suffered a serious melt-down as a result of human error. The network either shut down areas of terraforming or spit out wild algorithms that put the entire project into a tailspin. The network was restored after several days, but the result was catastrophic swings in the climate. For the next 10 years Mars experienced climactic storms that severely damaged or even destroyed arcologies and utterly wiped out smaller settlements. The atmosphere was flooded with excessive C02 that smothered people in the open without internals. Billions of credits of property damage was recorded, and millions were killed as a direct result of the disaster. It was estimated to have put back terraforming efforts by a century.&lt;br /&gt;
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Despite the damages, an investigation by SolGov saw only three technicians arrested, and all three were later acquitted despite anger and protest from the Martian population.&lt;br /&gt;
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In modern times, the ruins of arcologies lost to the catastrophe remain popular spots for scavengers, explorers, and tourists. The polar canyon regions of Mars started to serve as scrapyard for obsolete and/or abandoned machinery. Starting in the early 2370s, megacorporations began to dispose of their obsolete lineups by storing them in gargantuan “lots” for later retrieval when the manpower needed to sustain them returned. This would never be the case, and for years to come other megacorporations would do the same in haphazardly tossing their waste electronics into the canyon regions as time went along. In 2405, definitive action was taken to prevent the excessive usage of this disposal, and it quickly halted. What was left were what would be referred to as the [[Synthetic_Origins#.22Metal_Dunes.22|Metal Dunes of Mars]], endless electronic scrapheaps as far as the eye could see.&lt;br /&gt;
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===The Martian World War===&lt;br /&gt;
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Considering Mars&#039; strong ties with Earth governments and its dependence on Sol Fleets, Mars never had unified interests or tools to openly fight against the Sol Government during the [[Timeline of Humanity| First Interstellar War]]. Despite this, many Martians felt sympathetic to the Coalition of Colonies, as they felt they shared the resentment towards a growing, imperialist oppression within the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;In the early stages of the war in 2278&#039;&#039;&#039;, the Alliance quickly pressed the small Martian self-defense force into service, merging the tiny Martian fleet into the Alliance navy. Factions on Mars, which began calling themselves the &#039;&#039;&#039;Red Coalition&#039;&#039;&#039;, began rallying popular and political support. They had many reasons to desire independence from the Alliance, which had shown casual disregard for Mars. Financially backed by the The Coalition of Colonies (CoC), on &#039;&#039;&#039;18th of January, 2279&#039;&#039;&#039;, many Martian nations seceded from Sol Alliance and launched a coordinated, surprise attack on the rest of Mars. &lt;br /&gt;
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The loyalist arcologies became known as the &#039;&#039;&#039;Sol Coalition&#039;&#039;&#039;, or more popularly, the Blues. &lt;br /&gt;
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With the mighty fleets of the Alliance out fighting in the frontier, the Blue Coalition saw very little material aid from the Alliance. Red Rangers, special forces under the Red Coalition, seized lightly defended orbital Alliance military stations, including nuclear-equipped missile platforms. The Red Coalition threatened to use these weapons on any planet or fleet that attempted to intervene, effectively isolating Mars and throwing it into a Cold War with Earth.&lt;br /&gt;
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As military conventions prohibited direct bombing of population centers, the Red conquest consisted of prolonged sieges while unrest, terrorist attacks and counter-offensives began to sap their ability to wage war. In the face of growing losses, the leadership of the Red Coalition gained the dubious honor of being the second nation in human history to use nuclear weapons in warfare. In &#039;&#039;&#039;2284&#039;&#039;&#039;, the Red Coalition arcology of Terra Nova, facing capitulation in the face of advancing Blue forces, successfully appealed to an orbital missile platform to launch a nuclear missile on a nearby Blue arcology of New Dresden in an attempt to turn the tide of war. &lt;br /&gt;
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This action immediately fractured the entire Red Coalition, with most of its members reeling from the action. Within days the majority of arcologies in the Red Coalition abandoned the alliance, and within weeks the remainder had surrendered.&lt;br /&gt;
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The &#039;&#039;&#039;Treaty of Olympus&#039;&#039;&#039; was signed on &#039;&#039;&#039;5th of April, 2284&#039;&#039;&#039; featuring unconditional surrender of remaining Red Coalition states. The Alliance, negotiating on behalf of the loyalist Blues, used the treaty to place harsh restrictions on Mars. The entire planet was disarmed and all factions on it surface were banned from fielding a standing army, navy, or engaging in armed conflicts with one another. In addition, the planet was put under &amp;quot;indefinite&amp;quot; martial law, with an Alliance Admiral permanently stationed in orbit of the planet to enforce indirect martial law, overriding any local laws or ordinances.&lt;br /&gt;
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== Economy and Government==&lt;br /&gt;
===Economy===&lt;br /&gt;
Mars&#039; economy is developed and mixed, with it&#039;s largest industries being orbital construction, mining, refining, energy and a small but rapidly growing hydroponics industry. Mars also enjoys being the center of Sol trade, being a major contributor to Sol&#039;s fossil fuel industry not to mention over 40% of Sol&#039;s trade at some point passing through the planet or one of its stations, due in no small part to the Bluespace Gate near the planet. &lt;br /&gt;
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Low gravity and favorable air drag allow for cheap and efficient landings by shuttles, allowing shuttle traffic to far surpass what just the planet&#039;s space elevators would allow. Low gravity allows constructions of space elevators at larger longitudes Mars as compared to Earth, this, combined with amount of space trade the planet receives, has shifted center of planets economy into planetary orbit. The port arcologies are as such, by far the wealthiest. The richest and most developed is Olympia, which is often thought of as the center of Mars.&lt;br /&gt;
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===Government===&lt;br /&gt;
Mars has a system of government almost as complex, antiquated, and corrupt as the political system of Earth. Many different types of governments either based on practicality or tradition are in practice, even some tiny monarchies and theocracies. Some mega-arcologies have ruling bodies consisting of representatives from various city sectors or biodomes. However, Mars has its own planetary representing body composed of representatives scaled according to population of the territorial bodies, with each having their own method of election: The Martian Senate.&lt;br /&gt;
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The Mars Senate has large power concerning decisions that affect the planet as a whole, but little to no power over internal politics of the various self-proclaimed countries. It is located in arcology of Olympia, within the Galle Crater Terraformed Zone, but a majority of senior administration facilities and personnel reside in orbit on New Concordia station in orbit. The 464 member senate is meant to meet four times a year but rarely meets quorum (232) more than once.&lt;br /&gt;
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== Gangs of Mars ==&lt;br /&gt;
Due to the biodome design, Mars “enjoys” incredibly low police coverage and the highest crime rate of any Sol Alliance planet. Many organized criminal organizations have sprung up here, from simple street gangs to wealthy criminal syndicates. The latter are simply accepted as a fact of life by the authorities, and are considered to be semi-legitimate. In return, Martian criminal organizations readily cooperate with the local government - from fighting the street criminals to even helping fund various projects&lt;br /&gt;
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Nowadays, the martian gang landscape is not in its prime. Although bickering over territory is, as always, very common, the last really major attack on civillians happened about ten years ago. In general, the major gangs currently are more occupied with fighting each other, and are largely introverted.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The War Heads ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Dating all the way back to 2284, this group initially consisted of young people in the far outskirts of New Dresden, who were made jobless by the sudden nuclear attack on the center of the arcology. In ensuing political chaos, it was easy for even an ill-equipped gang with few members to quickly seize power in the criminal underworld, staggering as well after the, arguably, most prominent crime lord at the time, Hugo Stein, died in the explosion. Their significant doings include kidnapping the mayor of Olympia, Terry Woodworkers, in 2301.&lt;br /&gt;
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They were previously signified by wearing yellow-black clothing. Their hand sign is extending the index finger of the right hand upwards and pinching the end of it with the index finger and the thumb of the left hand, making a simplistic gesture roughly resembling a mushroom cloud.&lt;br /&gt;
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Since almost two centuries have passed, the gang is currently mostly stagnant. It&#039;s in heated rivalry with the Boys. It engages in small-scale drug production and dealing and extortion of small businesses, and occupies territories as far as from Bova to Stapledon, even though the density of gang members in these areas varies significantly.&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Shuttleyard Boys aka &amp;quot;The Boys&amp;quot; ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;In 2449, a couple of Warheads known as Sludge and Tulip suddenly turned on their allies at an abandoned shuttle factory, graffiting over the Warheads logo with a one unheard of before. Tulip died in a skirmish that came afterwards. The word spread, and shortly afterwards, a new gang was born as many flocked to a new side. Sludge was proven to be a very capable leader with strong connections in the underworld, and the gang&#039;s territory expanded quickly.&lt;br /&gt;
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However, the gang would only truly make itself known in 2450. After Aoina&#039;s police force intervened in a yet another huge fight between the two major gangs over an abandoned laser weapon factory, the Boys were forced to lose. However, Sludge was not going to let this slide. Just two weeks afterwards, the gang made a surprise attack on Aoina&#039;s police force headquarters itself. Their weaponry was extremely nonconventional, but terrifyingly effective against the woefully underequipped policemen, which forced the Martian military to engage the gangsters. Although many were arrested, they were all discovered to be new to the gang and low in rank, with the leaders and the organizers mysteriously vanishing from the scene. After this embarassment, the remaining police force in Aoina received significant reinforcements, including military-grade weaponry. The sole act of stating that you belong to a gang became a severe crime.&lt;br /&gt;
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Their clothing is traditionally gray and blue, like a shuttle&#039;s typical insides. However, it is not usually worn due to the police specifically targeting young people wearing clothes of gang colors.&lt;br /&gt;
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The rivalry with the Warheads is still heated. The Boys&#039; specialization is gun trafficking. From Aoina, they have mostly expanded to the north, up to and including Capon and Nycatlope.&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Providence ===&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;A closely knit group originally borne in the mines of Divitae. A small group of young boys collectively shared what they called a religious awakening. An unorthodox cult was born, as the members claimed that some &amp;quot;dark deity&amp;quot; told them to commit crimes in their name; to sow chaos and stand on top. Some of these crimes are religious in nature, such as vandalizing churches and setting fire to places of worship, while others are more selfish in nature, such as muggings and harassment.  Members are also known to partake in ghost mushrooms, which are infamously hallucinogenic.&lt;br /&gt;
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Members traditionally wear full body, all black clothing with some kind of mask, covering up as much as possible to look anonymous and faceless compared to one another.&lt;br /&gt;
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The Providence has a noticeably diverse population of followers compared to other gangs originating on Mars, which is attributed to the ambiguity of their &amp;quot;dark deity&amp;quot; and how they apply it to other species beliefs. They&#039;ve always been seen as an odd one out compared to the War Heads and the Shuttleboys. Although they&#039;ve had relatively little territory compared to the other two largest gangs, their markings have also been noted in a couple locations in Tau Ceti, lending credence to a possibility they are migrating elsewhere, perhaps in search of new territory.&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=14517</id>
		<title>Mars</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Mars&amp;diff=14517"/>
		<updated>2020-04-09T18:11:43Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: PROVIDENCE BACK&lt;/p&gt;
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[[Image:Mars_Biodomes.jpg|thumb|250px|A view of new biodome complexes in Olympia.]]&lt;br /&gt;
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Mars (Sol IV) is the fourth planet out from Sol. Often called the Red Planet, it has a surface area the size of Earth&#039;s entire landmass. It has a stable population of 4.5 billion people. Around 11% of the population is non-human - an astonishing number for a planet in the Solar system. There is a significant minority of synthetics on the planet; a hold-over from Mars&#039; early years of harsh criminal justice allowing corporations to cyborgify criminals responsible for major crimes.&lt;br /&gt;
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Despite its proximity to Earth, during the early years of interstellar colonization Mars was only home to small scientific expeditions and outposts that etched out a meager existence until the 2200&#039;s, when terraforming technology was finally able to slowly reintroduce water and atmosphere to the planet. Currently the atmosphere is breathable but incredibly thin, which makes strenuous efforts outside the arcologies very dangerous.&lt;br /&gt;
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Until recently an Alliance fleet remained in orbit of Mars at all times, ensuring that the planet remains disarmed and free of armed disputes. With a political shift in 2459, that fleet was removed and Mars is now granted greater autonomy as a member of the Sol Alliance itself - possibly at the expense of SolGov.&lt;br /&gt;
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== Demographics ==&lt;br /&gt;
=== The Urban Martians ===&lt;br /&gt;
The vast majority of Martian population is urban, living in arcologies, sometimes referred to as “hives”. A miracle of engineering for early colonization times, they are designed to support as many residents as possible, while conserving space and construction costs. The lower part of a truncated pyramid-shaped structure is dedicated to apartments with the occasional amenity such as a hospital or grocery store, while the upper one is dedicated to various malls and offices. Finally, the top part, covered by a transparent dome, usually hosts entertainment and hydroponics facilities, as well as a gravity generator. This section of the arcology is heavily maintained by the arcology&#039;s habitants, with many of them coming to do volunteer work here due to the section&#039;s importance to the arcology as a whole.&lt;br /&gt;
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Almost all of the major arcologies on Mars are concentrated around liquid water. Because of the unique mineral content of Martian soil, unfiltered Martian water is incredibly acidic and unsafe to drink. Very few fish can survive in the Martian lakes and seas, and none of them safe to eat or fish.&lt;br /&gt;
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Two centuries later, however, obvious problems with these designs have come to light. Stacking thousands of tiny apartments into a relatively small space has led to the structures being nigh impossible to navigate without a GPS or decades of experience, which especially cripples the local law enforcement. The cramped flats often do not possess basic necessities such as kitchens or bathrooms, and later attempts to expand upon them have made the complexes into ugly, over-engineered structures that require almost constant maintenance. Because only the outer part can be built upon, the verge apartments tend to be the most expensive to live in.&lt;br /&gt;
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As such, insides of the complexes are dimly lit, grim places with low quality of life. This is very starkly contrasted by Mars being incredibly technologically and economically developed. Workers here often enjoy the highest quality equipment, high salaries and an extremely wide selection of consumer goods. Due to having a Bluespace Gate nearby, Mars is considered to be the center of Sol trade, which has historically attracted a considerable alien population.&lt;br /&gt;
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=== Rural Martians ===&lt;br /&gt;
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Despite the inhospitable terrain, the deserts around the arcologies are not uninhabited. Boomtowns and villages wax and wane across the surface. Most rural Martians have rejected the daily grind of urban life, preferring to life off the land.&lt;br /&gt;
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Most rural Martians live in small, sealed biomes. Many of these small towns, usually numbering no more than 20 - 2,000 people, are sponsored by a major corporation and get by on hydroponic farming or mining. Martian tubers, such as potatoes, remain a popular dish in the core worlds as the Martian soil - when removed of toxic elements - gives them a unique flavor. &lt;br /&gt;
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Rural Martians tend to have a deep connection to the planet and its soil. The appreciation for the harsh environment has bred a population of rugged survivalists. This is compounded by their lack of access to gravity generators; many rural Martians try to raise money to send pregnant, young, or growing family members to the arcologies. Those that stay behind adopt a vigorous culture of physical fitness as they try to stave off the developmental issues associated with low gravity. Some of the rural Martians are people exiled from the arcology for offences of varying gravity, as the punishment systems vary widely from arcology to arcology.&lt;br /&gt;
&lt;br /&gt;
[[Image:MarsLabelled.png|thumb|250px|Despite the harsh and arid environment, many urban areas have developed.]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Mars is home to the Sol cultural underground. In the latest centuries, the more prominent celebrities began to avoid the planet in favor of moving to and giving performances on Venus and Biesel. Instead, the unique Martian scene flourishes here. The most common themes in works of art are politics, standing up against the authorities and the absurdity of the modern world, and simply musings on the Martian life - especially of the poor.&lt;br /&gt;
&lt;br /&gt;
The tensions combined with the planet’s wildly different features and cultural mindsets have, over centuries, produced cultures and traditions unique to Mars. Even today, some of many culture groups on Mars still keep to old traditions that have all but disappeared on Earth. Many Martians take pride in this, believing that Mars holds a unique connection to humanity in its pure state.&lt;br /&gt;
&lt;br /&gt;
A majority of Martian artists aim to create art that is serious, often experimental in nature, and is not intended to appeal to the mainstream audience. This movement is called &#039;&#039;&#039;egait ztush&#039;&#039;&#039;, which roughly translates from Freespeak as “higher forms”. &lt;br /&gt;
&lt;br /&gt;
A less popular movement is &#039;&#039;&#039;ktipita&#039;&#039;&#039;, translated simply as “plainness”. Fiction, music and film of this genre aims to simply encapsulate “life as it is”, being extremely grounded and dealing with very simple stories and concepts that an average Martian can relate themselves to, with the occasional folk motif. &lt;br /&gt;
&lt;br /&gt;
In the recent decades, Martian culture has received strong Skrellian influences. Themes of synthetic uprisings and the Cassandra metaphor have caught on very well with Martian artists, given the planet’s history with cyborgs. A lot of Skrell writers and directors have worked here with human actors and cinematographers on various egait ztush films, usually producing works with extremely complex and convoluted, yet surprisingly consistent plot lines.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Early Colonization ===&lt;br /&gt;
&lt;br /&gt;
Despite Mars being a barren planet, a mixture of desperate living conditions on Earth and a bold commitment to exploration and colonization caused it to experience small scale colonization in the 2100&#039;s. &#039;&#039;&#039;After the terraforming efforts of 2200&#039;&#039;&#039; began and with the discovery of massive fossil fuel deposits (therefore confirming Mars once held life), optimistic nations and corporations attempted to set up a foothold on it, causing tens of thousands of colonists to arrive during the first waves. After it became clear that Mars would remain hostile for quite some time, was passed over for more suitable, distant worlds for a long period, leaving the original settlers to etch out a meager life. The byproduct of this is that many issues, national and cultural that plagued humanity at those times were brought over to the Red Planet, causing tensions between its inhabitants and new settlers. Despite the one world government of the Alliance, individual nations on Earth would finance and support colonies on Mars, pitting them against one another. Wars between the colonies, although rare, were not unheard of. The ones that survived have long since grown into large, independent arcologies, which are for the most part friendly competitors under the watchful eye of Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
The fossil fuels found on Mars were quickly put to use. Power plants, large factory complexes were constructed outside the arcologies, and the planet was becoming industrialized, which later on played into the terraforming process of the planet. Most of construction was done by crew-operated behemothian industrial machines(around the size of modern-day bucket-wheel excavators), which are still used to this day for work outside the domes. Mostly Cyborgs and programmed robots worked in these buildings outside the safety of the arcologies, until later on when the planet&#039;s atmosphere stabilized in 2400.&lt;br /&gt;
&lt;br /&gt;
===History of Terraforming===&lt;br /&gt;
Terraforming process started during the late part of the 22nd century, as massive terraformers designed to turn Mars’ natural minerals into gasses and legions of cyborgs were put into action. The idea was to replicate the Global Warming process humans have inadvertently done on Earth, but in a more controlled environment  with goals of increasing both air pressure and temperature. The process was incredibly slow and expensive, and dogged by a major catastrophe in 2298 that nearly ended the entire process and caused untold amounts of human suffering and economic damage.&lt;br /&gt;
&lt;br /&gt;
Although controversial for both its cost and dangers, the terraforming project of Mars is considered a success. The air is still toxic, but it effectively raised Mars&#039; near zero pressure to slightly tolerable, along with the average temperature. Furthermore, the vast amounts of polarized iron dust now flowing around the planet’s lower orbit has created for a makeshift electromagnetic shield, reducing harmful radiation by a large degree. Efforts are being made to maintain it. This difference meant that by 2400 a space suit was no longer needed to traverse its surface. Instead, pressure suits or thick clothing, along with eye, mouth and ear protection are enough to stop the worst effects of low pressure environment.  Single-cellular life has prospered as well, due to a atmosphere now rich with organic particles. Due to this, Mars is slowly losing its famous red color.&lt;br /&gt;
&lt;br /&gt;
Mars has a relatively long history of colonization, as well as destructive events. This has resulted in many colonies, facilities and arcology covering the wastes of the planet. One such arcology was Divitae, an independent mining colony established during the early gold rush that failed because of aging storms and lack of funds for redevelopment.&lt;br /&gt;
&lt;br /&gt;
During the period of terraforming, Mars received an immense number of [[IPC|Cyborgs]] to serve as its workforce. In the late part of the 22nd century, Humanity has achieved the ability to produce heavy cyborgs. Being able to function and work freely in the harsh environment, Martian terraforming firms pressed for more and more cyborg workers, but volunteers for this process were few and far between due to the risks around the procedure. Eventually, to meet demand, cyborgification was implemented as capital punishment for crimes, less and less severe as time passed. In total, between 2204, when the implementation of cyborgs started, and 2260, when it stopped, over 35 million cyborgs have been sent to Mars as serve as workforce. The terraforming project started to backfire soon after.&lt;br /&gt;
&lt;br /&gt;
The extent of the crimes Martians caused, as well other problems the synthetics caused, resulted in an overall negative view of AIs and cyborgification among the populace.  Sometime after, Mars Senate constructed a large monumental graveyard for victims of forced cyborgification sometimes refered to CyTomb. Cyborgs and cyborgification are banned in several larger arcologies such as Crest Olympia, Greater London, Elysium and Red Gaia.&lt;br /&gt;
&lt;br /&gt;
=== The Catastrophe of 2298 ===&lt;br /&gt;
&lt;br /&gt;
The first of two major catastrophes in Martian history was the &#039;&#039;&#039;abrupt failure of its terraforming infrastructure in the winter of 2298&#039;&#039;&#039;. The entire infrastructure was linked to a single network, which suffered a serious melt-down as a result of human error. The network either shut down areas of terraforming or spit out wild algorithms that put the entire project into a tailspin. The network was restored after several days, but the result was catastrophic swings in the climate. For the next 10 years Mars experienced climactic storms that severely damaged or even destroyed arcologies and utterly wiped out smaller settlements. The atmosphere was flooded with excessive C02 that smothered people in the open without internals. Billions of credits of property damage was recorded, and millions were killed as a direct result of the disaster. It was estimated to have put back terraforming efforts by a century.&lt;br /&gt;
&lt;br /&gt;
Despite the damages, an investigation by SolGov saw only three technicians arrested, and all three were later acquitted despite anger and protest from the Martian population.&lt;br /&gt;
&lt;br /&gt;
In modern times, the ruins of arcologies lost to the catastrophe remain popular spots for scavengers, explorers, and tourists. The polar canyon regions of Mars started to serve as scrapyard for obsolete and/or abandoned machinery. Starting in the early 2370s, megacorporations began to dispose of their obsolete lineups by storing them in gargantuan “lots” for later retrieval when the manpower needed to sustain them returned. This would never be the case, and for years to come other megacorporations would do the same in haphazardly tossing their waste electronics into the canyon regions as time went along. In 2405, definitive action was taken to prevent the excessive usage of this disposal, and it quickly halted. What was left were what would be referred to as the [[Synthetic_Origins#.22Metal_Dunes.22|Metal Dunes of Mars]], endless electronic scrapheaps as far as the eye could see.&lt;br /&gt;
&lt;br /&gt;
===The Martian World War===&lt;br /&gt;
&lt;br /&gt;
Considering Mars&#039; strong ties with Earth governments and its dependence on Sol Fleets, Mars never had unified interests or tools to openly fight against the Sol Government during the [[Timeline of Humanity| First Interstellar War]]. Despite this, many Martians felt sympathetic to the Coalition of Colonies, as they felt they shared the resentment towards a growing, imperialist oppression within the Alliance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;In the early stages of the war in 2278&#039;&#039;&#039;, the Alliance quickly pressed the small Martian self-defense force into service, merging the tiny Martian fleet into the Alliance navy. Factions on Mars, which began calling themselves the &#039;&#039;&#039;Red Coalition&#039;&#039;&#039;, began rallying popular and political support. They had many reasons to desire independence from the Alliance, which had shown casual disregard for Mars. Financially backed by the The Coalition of Colonies (CoC), on &#039;&#039;&#039;18th of January, 2279&#039;&#039;&#039;, many Martian nations seceded from Sol Alliance and launched a coordinated, surprise attack on the rest of Mars. &lt;br /&gt;
&lt;br /&gt;
The loyalist arcologies became known as the &#039;&#039;&#039;Sol Coalition&#039;&#039;&#039;, or more popularly, the Blues. &lt;br /&gt;
&lt;br /&gt;
With the mighty fleets of the Alliance out fighting in the frontier, the Blue Coalition saw very little material aid from the Alliance. Red Rangers, special forces under the Red Coalition, seized lightly defended orbital Alliance military stations, including nuclear-equipped missile platforms. The Red Coalition threatened to use these weapons on any planet or fleet that attempted to intervene, effectively isolating Mars and throwing it into a Cold War with Earth.&lt;br /&gt;
&lt;br /&gt;
As military conventions prohibited direct bombing of population centers, the Red conquest consisted of prolonged sieges while unrest, terrorist attacks and counter-offensives began to sap their ability to wage war. In the face of growing losses, the leadership of the Red Coalition gained the dubious honor of being the second nation in human history to use nuclear weapons in warfare. In &#039;&#039;&#039;2284&#039;&#039;&#039;, the Red Coalition arcology of Terra Nova, facing capitulation in the face of advancing Blue forces, successfully appealed to an orbital missile platform to launch a nuclear missile on a nearby Blue arcology of New Dresden in an attempt to turn the tide of war. &lt;br /&gt;
&lt;br /&gt;
This action immediately fractured the entire Red Coalition, with most of its members reeling from the action. Within days the majority of arcologies in the Red Coalition abandoned the alliance, and within weeks the remainder had surrendered.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Treaty of Olympus&#039;&#039;&#039; was signed on &#039;&#039;&#039;5th of April, 2284&#039;&#039;&#039; featuring unconditional surrender of remaining Red Coalition states. The Alliance, negotiating on behalf of the loyalist Blues, used the treaty to place harsh restrictions on Mars. The entire planet was disarmed and all factions on it surface were banned from fielding a standing army, navy, or engaging in armed conflicts with one another. In addition, the planet was put under &amp;quot;indefinite&amp;quot; martial law, with an Alliance Admiral permanently stationed in orbit of the planet to enforce indirect martial law, overriding any local laws or ordinances.&lt;br /&gt;
&lt;br /&gt;
== Economy and Government==&lt;br /&gt;
===Economy===&lt;br /&gt;
Mars&#039; economy is developed and mixed, with it&#039;s largest industries being orbital construction, mining, refining, energy and a small but rapidly growing hydroponics industry. Mars also enjoys being the center of Sol trade, being a major contributor to Sol&#039;s fossil fuel industry not to mention over 40% of Sol&#039;s trade at some point passing through the planet or one of its stations, due in no small part to the Bluespace Gate near the planet. &lt;br /&gt;
&lt;br /&gt;
Low gravity and favorable air drag allow for cheap and efficient landings by shuttles, allowing shuttle traffic to far surpass what just the planet&#039;s space elevators would allow. Low gravity allows constructions of space elevators at larger longitudes Mars as compared to Earth, this, combined with amount of space trade the planet receives, has shifted center of planets economy into planetary orbit. The port arcologies are as such, by far the wealthiest. The richest and most developed is Olympia, which is often thought of as the center of Mars.&lt;br /&gt;
&lt;br /&gt;
===Government===&lt;br /&gt;
Mars has a system of government almost as complex, antiquated, and corrupt as the political system of Earth. Many different types of governments either based on practicality or tradition are in practice, even some tiny monarchies and theocracies. Some mega-arcologies have ruling bodies consisting of representatives from various city sectors or biodomes. However, Mars has its own planetary representing body composed of representatives scaled according to population of the territorial bodies, with each having their own method of election: The Martian Senate.&lt;br /&gt;
&lt;br /&gt;
The Mars Senate has large power concerning decisions that affect the planet as a whole, but little to no power over internal politics of the various self-proclaimed countries. It is located in arcology of Olympia, within the Galle Crater Terraformed Zone, but a majority of senior administration facilities and personnel reside in orbit on New Concordia station in orbit. The 464 member senate is meant to meet four times a year but rarely meets quorum (232) more than once.&lt;br /&gt;
&lt;br /&gt;
== Gangs of Mars ==&lt;br /&gt;
Due to the biodome design, Mars “enjoys” incredibly low police coverage and the highest crime rate of any Sol Alliance planet. Many organized criminal organizations have sprung up here, from simple street gangs to wealthy criminal syndicates. The latter are simply accepted as a fact of life by the authorities, and are considered to be semi-legitimate. In return, Martian criminal organizations readily cooperate with the local government - from fighting the street criminals to even helping fund various projects&lt;br /&gt;
&lt;br /&gt;
Nowadays, the martian gang landscape is not in its prime. Although bickering over territory is, as always, very common, the last really major attack on civillians happened about ten years ago. In general, the major gangs currently are more occupied with fighting each other, and are largely introverted.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The War Heads ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;Dating all the way back to 2284, this group initially consisted of young people in the far outskirts of New Dresden, who were made jobless by the sudden nuclear attack on the center of the arcology. In ensuing political chaos, it was easy for even an ill-equipped gang with few members to quickly seize power in the criminal underworld, staggering as well after the, arguably, most prominent crime lord at the time, Hugo Stein, died in the explosion. Their significant doings include kidnapping the mayor of Olympia, Terry Woodworkers, in 2301.&lt;br /&gt;
&lt;br /&gt;
They were previously signified by wearing yellow-black clothing. Their hand sign is extending the index finger of the right hand upwards and pinching the end of it with the index finger and the thumb of the left hand, making a simplistic gesture roughly resembling a mushroom cloud.&lt;br /&gt;
&lt;br /&gt;
Since almost two centuries have passed, the gang is currently mostly stagnant. It&#039;s in heated rivalry with the Boys. It engages in small-scale drug production and dealing and extortion of small businesses, and occupies territories as far as from Bova to Stapledon, even though the density of gang members in these areas varies significantly.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Shuttleyard Boys aka &amp;quot;The Boys&amp;quot; ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;In 2449, a couple of Warheads known as Sludge and Tulip suddenly turned on their allies at an abandoned shuttle factory, graffiting over the Warheads logo with a one unheard of before. Tulip died in a skirmish that came afterwards. The word spread, and shortly afterwards, a new gang was born as many flocked to a new side. Sludge was proven to be a very capable leader with strong connections in the underworld, and the gang&#039;s territory expanded quickly.&lt;br /&gt;
&lt;br /&gt;
However, the gang would only truly make itself known in 2450. After Aoina&#039;s police force intervened in a yet another huge fight between the two major gangs over an abandoned laser weapon factory, the Boys were forced to lose. However, Sludge was not going to let this slide. Just two weeks afterwards, the gang made a surprise attack on Aoina&#039;s police force headquarters itself. Their weaponry was extremely nonconventional, but terrifyingly effective against the woefully underequipped policemen, which forced the Martian military to engage the gangsters. Although many were arrested, they were all discovered to be new to the gang and low in rank, with the leaders and the organizers mysteriously vanishing from the scene. After this embarassment, the remaining police force in Aoina received significant reinforcements, including military-grade weaponry. The sole act of stating that you belong to a gang became a severe crime.&lt;br /&gt;
&lt;br /&gt;
Their clothing is traditionally gray and blue, like a shuttle&#039;s typical insides. However, it is not usually worn due to the police specifically targeting young people wearing clothes of gang colors.&lt;br /&gt;
&lt;br /&gt;
The rivalry with the Warheads is still heated. The Boys&#039; specialization is gun trafficking. From Aoina, they have mostly expanded to the north, up to and including Capon and Nycatlope.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Providence ===&lt;br /&gt;
&lt;br /&gt;
A closely knit group originally borne in the mines of Divitae. A small group of young boys collectively shared what they called a religious awakening. An unorthodox cult was born, as the members claimed that some &amp;quot;dark deity&amp;quot; told them to commit crimes in their name; to sow chaos and stand on top. Some of these crimes are religious in nature, such as vandalizing churches and setting fire to places of worship, while others are more selfish in nature, such as muggings and harassment.  Members are also known to partake in ghost mushrooms, which are infamously hallucinogenic.&lt;br /&gt;
&lt;br /&gt;
Members traditionally wear full body, all black clothing with some kind of mask, covering up as much as possible to look anonymous and faceless compared to one another.&lt;br /&gt;
&lt;br /&gt;
The Providence has a noticeably diverse population of followers compared to other gangs originating on Mars, which is attributed to the ambiguity of their &amp;quot;dark deity&amp;quot; and how they apply it to other species beliefs. They&#039;ve always been seen as an odd one out compared to the War Heads and the Shuttleboys. Although they&#039;ve had relatively little territory compared to the other two largest gangs, their markings have also been noted in a couple locations in Tau Ceti, lending credence to a possibility they are migrating elsewhere, perhaps in search of new territory.&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vysoka&amp;diff=14508</id>
		<title>Vysoka</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vysoka&amp;diff=14508"/>
		<updated>2020-04-05T22:13:05Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Population */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Free System of Vysoka is the agricultural center of the Coalition of Colonies, commonly known as the “Breadbasket of the Frontier” due to a large number of foodstuffs exported from the planet. The main language of Vysoka is Freespeak, though Tradeband is commonly spoken among merchants. The colony of Vysoka is located in the Zeic system.&lt;br /&gt;
[[File:Vysoka_flag.png|thumb|The flag of Vysoka. ]]&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Environment==&lt;br /&gt;
Vysoka is known for having large amounts of rich, fertile land that produces high crop yields when harvested, with mountain ranges and buttes breaking up the large fields of grain. Further north, the arability of the soil decreases heavily. Citizens living in these “dead zones” often practice a pastoralist lifestyle, herding large amounts of gurmori and ohdker in search of pasture and water year-round. There are many reasons as to why one would become a nomad, and this ultimately depends on the exact group being asked.&lt;br /&gt;
&lt;br /&gt;
There are two main continents, these being Astiqabi and Kassein. The continent of Astiqabi has the majority of Vysoka’s population, as it has the highest percentage of arable land on the planet. Kassein possesses an abundant amount of minerals and fossil fuels, the former of which is often seen in the cargo holds of trade vessels along with grain products. &lt;br /&gt;
&lt;br /&gt;
The climate of Vysoka is characterized as having warm summers and near-freezing winters, though this naturally varies depending on the exact location. Rainfall is frequent but not heavy in Astiqabi, and generally rarer in Kassein. The atmosphere of Vysoka is breathable, with little pollution due to a heavily rural lifestyle. &lt;br /&gt;
&lt;br /&gt;
The most prominent animals on Vysoka are the gurmori, ohdker, and dainshu. The &#039;&#039;gurmori&#039;&#039; are large reptilian animals that are commonly used by plains-dwellers and nomads due to their speed and muscular forms. They are omnivorous, with both triangular and square teeth present in their mouths and a long forked tongue. The &#039;&#039;ohdker&#039;&#039; are furred mammals that are used as livestock and beasts of burden, as they can provide milk, fur, and meat. Their curved horns are fairly valuable, causing some to try and poach them. The &#039;&#039;dainshu&#039;&#039; are carnivorous avians often trained by hunters, known for having sharp talons and keen eyes that assist them when out in the field. Those who own dainshu carry thick leather gloves to protect their arms and hands, with competitions often held to see which ones are trained the best.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Vysokan society is conservative and seen as heavily traditional by the other major powers of the Coalition. Vysokans often have large families, and in remote areas a reactionary approach to gender roles is taken. Among hosts, and in more urban areas, this type of viewpoint is less common. &lt;br /&gt;
&lt;br /&gt;
Hard work and productivity are highly valued, with friendly competitions often being held to see who can have the most yield in a set period of time. &lt;br /&gt;
&lt;br /&gt;
In popular culture, the concepts of independence and self-sufficiency are dominant, with many Vysokan folk heroes being wanderers akin to medieval “knights-errant” or Western cowboys.&lt;br /&gt;
&lt;br /&gt;
Gurmori have an important place in Vysoka, being among the first animals tamed and having a multitude of uses among the plains. A love for Gurmori is especially common among the pastoralists living in the north, with them often being seen in heraldry and art. It’s common among steppe-dwellers to skin a Gurmori after death as a sign of respect.&lt;br /&gt;
&lt;br /&gt;
Hospitality is extremely important to rural Vysokans due to the fact that the planet has an extremely low population per square mile, resulting in the custom of offering tea, food, and shelter to rare passers-by. Violating the rules of a household or otherwise taking advantage of this hospitality (i.e. attacking the host or guest) is seen as a grave offense and it is said that doing so brings misfortunes upon the guilty party’s family. If a guest mentions something positive about an item in the host’s house, it is customary to give it to them.&lt;br /&gt;
&lt;br /&gt;
===Hosts===&lt;br /&gt;
There are multiple Vysokan hosts, including but not limited to the Novotso, Tog-Daichid, and Kayshak. Hosts are semi-nomadic militaristic communities not connected to any particular city-state or community, though certain polities employ hosts as mercenaries for protection. Due to the hosts’ support of the Vysokan independence movement of the past and romantic portrayal in the media, those seeking to leave their past life behind often flee to the countryside to join them. The winged dainshu are used often as companions on hunts as they are able to scout for fauna, with gurmori being used as mounts. &lt;br /&gt;
&lt;br /&gt;
It is not uncommon for these hosts to be hired out as mercenaries by other colonies, though it is equally as common for less scrupulous hosts to raid vessels and colonies not aligned to the Coalition.  &lt;br /&gt;
&lt;br /&gt;
Similar to the groups they take inspiration from, those in Vysokan hosts pride themselves on their marksmanship and skill as a mounted unit. Specialized carbines are often designed and used by hosts, due to their lightness allowing for extra mobility and ease of handling. &lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
There are multiple religious groups active on Vysoka, many of which are holdovers from Earth or resurgent “pagan&amp;quot; religions. Avoiding religious conflict can be difficult, with many hosts devoting themselves to a specific religion in order to facilitate the spread of it. However, governors and councilmembers of regions often attempt to take measures in preventing violence, and it is unlikely for someone to be outright attacked due to their choice of worship.  Due to the highly conservative nature of Vysoka, atheism is frowned upon in more remote areas - though it’s unlikely for an urban Vysokan to experience any real discrimination in one of the city-states.&lt;br /&gt;
&lt;br /&gt;
===Education===&lt;br /&gt;
Education in Vysoka is poor outside of the few urban centers present due to the extreme decentralization of Vysoka and the remote nature of many towns, resulting in a large percentage of children growing up without receiving a proper education. Due to this, capital flight or “brain drain” is quite prevalent among the better educated, with return migration boosting the Vysokan economy. Intellectuals often leave Vysoka to study abroad, with many returning later in life. &lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
Vysokans dress colorfully and anachronistically as a way of following tradition, with long woolen coats and baggy pants being quite prevalent. The vibrant scaled hide of gurmori is often used in more “modern” clothing, with this trend being popular among hosts. Other frontier clothing such as the ever-popular flannel and overalls combo is used by Vysokans as well, which is well suited to the harsh environment of the colony. &lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
Vysokan traders can be found throughout the frontier, either independent or working on behalf of a nation-state. State-employed merchants are given high amounts of autonomy but are expected to fulfill the expectations of furthering influence and ensuring requests are filled. Produce is the largest export of Vysoka, with animal products closely following behind. Although Vysoka is home to a large number of minerals, Himeo’s own output results in a smaller amount of international trade - with Himean syndicates themselves setting up mining operations on the colony in order to secure raw materials for their planet&#039;s well-known industrial base.&lt;br /&gt;
&lt;br /&gt;
One of the largest exports of Vysoka is manpower, with many mercenaries and manual laborers leaving the colony to work. &lt;br /&gt;
&lt;br /&gt;
Arms dealing is a popular venture among Vysokan merchants, with arms being bought for soldiers or sold to areas of conflict. Their presence can often be found near warzones, putting their lives on the line for the sake of profit. Vysokan-made weapons are often found in the hands of colonial militias and pirates as a result of this.  &lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
Vysoka has an extremely low population per square mile, with 1.1 billion inhabitants on the planet and with over 300 million abroad. There are 8 Vysokans per square mile on average, with this number naturally increasing near the population centers. &lt;br /&gt;
&lt;br /&gt;
===City-States===&lt;br /&gt;
There are 47 Vysokan city-states scattered throughout the planet, with 5 major powers to be aware of. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Czsari&#039;&#039;&#039; was where the Free System of Vysoka was created, and where representatives meet to vote on colony-wide matters, though other powers have pushed for councils to be held elsewhere. It is the largest Vysokan power, with a population of 11.6 million, and is the political center of Vysoka with a bustling tourist trade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sevaschaiv&#039;&#039;&#039; is the most developed city in Kassein and is notable for being home to multiple shipyards. It is the second-largest Vysokan power, with a population of 10.8 million, and is the industrial center of Vysoka. There are multiple Himean syndicates present in the city due to the nearby mountains being rich in minerals.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turiyah&#039;&#039;&#039; was where the historic 2276 Winter March took place and was the former capital of the Colonial Administration of Vysoka. It is the third-largest Vysokan power with a population of 9.4 million, and it is the academic center of Vysoka.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rahe&#039;&#039;&#039; was one of the original cities to declare independence on Vysoka, and where the rebel groups gathered after the war of independence. It is the fourth-largest Vysokan power with a population of 7.9 million and is the military center of Vysoka. A large number of arms are produced and manufactured here, and various mercenary groups have set up in the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vedamor&#039;&#039;&#039; is the most expansive of the Vysokan city-states and is known for being based on a high quality soil deposit. It is the fifth-largest Vysokan power with a population of 5.2 million and is the agricultural center of Vysoka. Although it has a relatively low population compared to the other significant factions, it is considered a “major power” due to the fact that it exports a significant amount of grain from the planet.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Establishment===&lt;br /&gt;
&lt;br /&gt;
The colony of Vysoka was established in 2191 in a joint venture by Central Asian and Eastern European provinces (specifically SSRs or nations allied with the Soviet Union), with settlers arriving 3 years prior on the ships Kistun, Umit, Goyen, and Hulagu. A centralized colonial administration is created, later facing heavy pushback and criticism after committing several errors resulting in a small famine. Economic growth is stifled as well due to the administration’s focus on crops, with authorities believing that the planet would better serve as a “farm” colony than an industrial one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prior to the Second Great Depression, an alien disease hit many of the crops growing in Astiqabi, starving many who subsisted off the grains grown. As the non-afflicted portions of the harvest are shipped off-world and more die, tensions mount and various groups begin to take action against the Vysokan Colonial Authority, ranging from burning of crops to riots. Those fleeing to join nomadic groups increase in number, with many bringing what little belongings and weapons they had with them. The start of the Second Great Depression only makes the issue worse as the already meager amount of humanitarian aid to Vysoka diminishes. &lt;br /&gt;
&lt;br /&gt;
===Rebellion===&lt;br /&gt;
&lt;br /&gt;
After months of protest and violence, the Solarian government sent in a small expeditionary force to the planet in order to prevent yet another frontier colony becoming independent. As Solarian forces established martial law and began to crack down on independence movements, open rebellion broke out one year prior to the start of the Interstellar War. The Novosto and Tog-Daichin, the two largest nomadic communities present at the time, begin to launch raids on Solarian military convoys and troop transports, using their knowledge of the countryside and mobility to their advantage. &lt;br /&gt;
&lt;br /&gt;
During a massive retreat from the city of Krastas, which had fallen to a rebel uprising, numerous hit-and-run attacks on the retreating army combined with lack of rations killed off a significant portion Solarian soldiers and loyalists - later being described as “one of the largest military blunders of the Interstellar War.” A request for relief was made by General Teng Wei, but by the time this request was sent the Interstellar War was raging throughout the frontier. &lt;br /&gt;
&lt;br /&gt;
In 2285, the remaining forces of General Teng Wei made a “strategic withdrawal” from the area, with over 82,000 of her soldiers dead or wounded  - roughly 41 percent of the original 200,000-strong expeditionary force. Vysoka officially joined the Coalition of Colonies after the capitulation and subsequent dissolution of the Colonial Administration and provided what aid it could until the end of the war. &lt;br /&gt;
&lt;br /&gt;
===Post-War===&lt;br /&gt;
Despite the victory gained over the Solarian Expeditionary Force, roughly 177,000 of the estimated 300,000 insurgents involved were wounded or killed, with multiple settlements wrecked in the fighting. Despite the damage suffered, representatives of the various rebel groups involved were able to meet in the city of Rahe and eventually agreed to split Vysoka apart into multiple different city-states, allowing heavy autonomy. Two weeks later, the Free System of Vysoka was established.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
All Vysokan city-states maintain their own armed forces, each of varying size and composition. However, both motorized and mechanized infantry are popular due to the Vysokan landscape allowing for rapid movement. A slightly less popular choice is light infantry, as they can be rapidly deployed and used as skirmishers. Polities lacking the manpower to field a large standing army hire hosts as protection, either indefinitely or for a set period of time. &lt;br /&gt;
&lt;br /&gt;
Vysokan city-states generally maintain small navies, most of them used for and based around defense against pirates. The poorest city-states often purchase retired or decommissioned military vessels from other colonies, with richer states instead preferring to use private military contractors as a way to bolster their numbers.&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Vysoka&amp;diff=14507</id>
		<title>Vysoka</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Vysoka&amp;diff=14507"/>
		<updated>2020-04-05T22:12:54Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Population */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
==Overview==&lt;br /&gt;
The Free System of Vysoka is the agricultural center of the Coalition of Colonies, commonly known as the “Breadbasket of the Frontier” due to a large number of foodstuffs exported from the planet. The main language of Vysoka is Freespeak, though Tradeband is commonly spoken among merchants. The colony of Vysoka is located in the Zeic system.&lt;br /&gt;
[[File:Vysoka_flag.png|thumb|The flag of Vysoka. ]]&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
==Environment==&lt;br /&gt;
Vysoka is known for having large amounts of rich, fertile land that produces high crop yields when harvested, with mountain ranges and buttes breaking up the large fields of grain. Further north, the arability of the soil decreases heavily. Citizens living in these “dead zones” often practice a pastoralist lifestyle, herding large amounts of gurmori and ohdker in search of pasture and water year-round. There are many reasons as to why one would become a nomad, and this ultimately depends on the exact group being asked.&lt;br /&gt;
&lt;br /&gt;
There are two main continents, these being Astiqabi and Kassein. The continent of Astiqabi has the majority of Vysoka’s population, as it has the highest percentage of arable land on the planet. Kassein possesses an abundant amount of minerals and fossil fuels, the former of which is often seen in the cargo holds of trade vessels along with grain products. &lt;br /&gt;
&lt;br /&gt;
The climate of Vysoka is characterized as having warm summers and near-freezing winters, though this naturally varies depending on the exact location. Rainfall is frequent but not heavy in Astiqabi, and generally rarer in Kassein. The atmosphere of Vysoka is breathable, with little pollution due to a heavily rural lifestyle. &lt;br /&gt;
&lt;br /&gt;
The most prominent animals on Vysoka are the gurmori, ohdker, and dainshu. The &#039;&#039;gurmori&#039;&#039; are large reptilian animals that are commonly used by plains-dwellers and nomads due to their speed and muscular forms. They are omnivorous, with both triangular and square teeth present in their mouths and a long forked tongue. The &#039;&#039;ohdker&#039;&#039; are furred mammals that are used as livestock and beasts of burden, as they can provide milk, fur, and meat. Their curved horns are fairly valuable, causing some to try and poach them. The &#039;&#039;dainshu&#039;&#039; are carnivorous avians often trained by hunters, known for having sharp talons and keen eyes that assist them when out in the field. Those who own dainshu carry thick leather gloves to protect their arms and hands, with competitions often held to see which ones are trained the best.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
Vysokan society is conservative and seen as heavily traditional by the other major powers of the Coalition. Vysokans often have large families, and in remote areas a reactionary approach to gender roles is taken. Among hosts, and in more urban areas, this type of viewpoint is less common. &lt;br /&gt;
&lt;br /&gt;
Hard work and productivity are highly valued, with friendly competitions often being held to see who can have the most yield in a set period of time. &lt;br /&gt;
&lt;br /&gt;
In popular culture, the concepts of independence and self-sufficiency are dominant, with many Vysokan folk heroes being wanderers akin to medieval “knights-errant” or Western cowboys.&lt;br /&gt;
&lt;br /&gt;
Gurmori have an important place in Vysoka, being among the first animals tamed and having a multitude of uses among the plains. A love for Gurmori is especially common among the pastoralists living in the north, with them often being seen in heraldry and art. It’s common among steppe-dwellers to skin a Gurmori after death as a sign of respect.&lt;br /&gt;
&lt;br /&gt;
Hospitality is extremely important to rural Vysokans due to the fact that the planet has an extremely low population per square mile, resulting in the custom of offering tea, food, and shelter to rare passers-by. Violating the rules of a household or otherwise taking advantage of this hospitality (i.e. attacking the host or guest) is seen as a grave offense and it is said that doing so brings misfortunes upon the guilty party’s family. If a guest mentions something positive about an item in the host’s house, it is customary to give it to them.&lt;br /&gt;
&lt;br /&gt;
===Hosts===&lt;br /&gt;
There are multiple Vysokan hosts, including but not limited to the Novotso, Tog-Daichid, and Kayshak. Hosts are semi-nomadic militaristic communities not connected to any particular city-state or community, though certain polities employ hosts as mercenaries for protection. Due to the hosts’ support of the Vysokan independence movement of the past and romantic portrayal in the media, those seeking to leave their past life behind often flee to the countryside to join them. The winged dainshu are used often as companions on hunts as they are able to scout for fauna, with gurmori being used as mounts. &lt;br /&gt;
&lt;br /&gt;
It is not uncommon for these hosts to be hired out as mercenaries by other colonies, though it is equally as common for less scrupulous hosts to raid vessels and colonies not aligned to the Coalition.  &lt;br /&gt;
&lt;br /&gt;
Similar to the groups they take inspiration from, those in Vysokan hosts pride themselves on their marksmanship and skill as a mounted unit. Specialized carbines are often designed and used by hosts, due to their lightness allowing for extra mobility and ease of handling. &lt;br /&gt;
&lt;br /&gt;
===Religion===&lt;br /&gt;
There are multiple religious groups active on Vysoka, many of which are holdovers from Earth or resurgent “pagan&amp;quot; religions. Avoiding religious conflict can be difficult, with many hosts devoting themselves to a specific religion in order to facilitate the spread of it. However, governors and councilmembers of regions often attempt to take measures in preventing violence, and it is unlikely for someone to be outright attacked due to their choice of worship.  Due to the highly conservative nature of Vysoka, atheism is frowned upon in more remote areas - though it’s unlikely for an urban Vysokan to experience any real discrimination in one of the city-states.&lt;br /&gt;
&lt;br /&gt;
===Education===&lt;br /&gt;
Education in Vysoka is poor outside of the few urban centers present due to the extreme decentralization of Vysoka and the remote nature of many towns, resulting in a large percentage of children growing up without receiving a proper education. Due to this, capital flight or “brain drain” is quite prevalent among the better educated, with return migration boosting the Vysokan economy. Intellectuals often leave Vysoka to study abroad, with many returning later in life. &lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
Vysokans dress colorfully and anachronistically as a way of following tradition, with long woolen coats and baggy pants being quite prevalent. The vibrant scaled hide of gurmori is often used in more “modern” clothing, with this trend being popular among hosts. Other frontier clothing such as the ever-popular flannel and overalls combo is used by Vysokans as well, which is well suited to the harsh environment of the colony. &lt;br /&gt;
&lt;br /&gt;
===Trade===&lt;br /&gt;
Vysokan traders can be found throughout the frontier, either independent or working on behalf of a nation-state. State-employed merchants are given high amounts of autonomy but are expected to fulfill the expectations of furthering influence and ensuring requests are filled. Produce is the largest export of Vysoka, with animal products closely following behind. Although Vysoka is home to a large number of minerals, Himeo’s own output results in a smaller amount of international trade - with Himean syndicates themselves setting up mining operations on the colony in order to secure raw materials for their planet&#039;s well-known industrial base.&lt;br /&gt;
&lt;br /&gt;
One of the largest exports of Vysoka is manpower, with many mercenaries and manual laborers leaving the colony to work. &lt;br /&gt;
&lt;br /&gt;
Arms dealing is a popular venture among Vysokan merchants, with arms being bought for soldiers or sold to areas of conflict. Their presence can often be found near warzones, putting their lives on the line for the sake of profit. Vysokan-made weapons are often found in the hands of colonial militias and pirates as a result of this.  &lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
Vysoka has an extremely low population per square mile, with 1.1 billion inhabitants on the planet and with over 300 million abroad. There are 8 Vysokans per square mile on average, with this number naturally increasing near the population centers. &lt;br /&gt;
&lt;br /&gt;
===City-States===&lt;br /&gt;
There are 47 Vysokan city-states scattered throughout the planet, with 5 major powers to be aware of. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Czsari&#039;&#039;&#039; was where the Free System of Vysoka was created, and where representatives meet to vote on colony-wide matters, though other powers have pushed for councils to be held elsewhere. It is the largest Vysokan power, with a population of 11.6 million, and is the political center of Vysoka with a bustling tourist trade. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sevaschaiv&#039;&#039;&#039; is the most developed city in Kassein and is notable for being home to multiple shipyards. It is the second-largest Vysokan power, with a population of 10.8 million, and is the industrial center of Vysoka. There are multiple Himean syndicates present in the city due to the nearby mountains being rich in minerals.&lt;br /&gt;
&#039;&#039;&#039;Turiyah&#039;&#039;&#039; was where the historic 2276 Winter March took place and was the former capital of the Colonial Administration of Vysoka. It is the third-largest Vysokan power with a population of 9.4 million, and it is the academic center of Vysoka.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rahe&#039;&#039;&#039; was one of the original cities to declare independence on Vysoka, and where the rebel groups gathered after the war of independence. It is the fourth-largest Vysokan power with a population of 7.9 million and is the military center of Vysoka. A large number of arms are produced and manufactured here, and various mercenary groups have set up in the city.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vedamor&#039;&#039;&#039; is the most expansive of the Vysokan city-states and is known for being based on a high quality soil deposit. It is the fifth-largest Vysokan power with a population of 5.2 million and is the agricultural center of Vysoka. Although it has a relatively low population compared to the other significant factions, it is considered a “major power” due to the fact that it exports a significant amount of grain from the planet.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
===Establishment===&lt;br /&gt;
&lt;br /&gt;
The colony of Vysoka was established in 2191 in a joint venture by Central Asian and Eastern European provinces (specifically SSRs or nations allied with the Soviet Union), with settlers arriving 3 years prior on the ships Kistun, Umit, Goyen, and Hulagu. A centralized colonial administration is created, later facing heavy pushback and criticism after committing several errors resulting in a small famine. Economic growth is stifled as well due to the administration’s focus on crops, with authorities believing that the planet would better serve as a “farm” colony than an industrial one. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Prior to the Second Great Depression, an alien disease hit many of the crops growing in Astiqabi, starving many who subsisted off the grains grown. As the non-afflicted portions of the harvest are shipped off-world and more die, tensions mount and various groups begin to take action against the Vysokan Colonial Authority, ranging from burning of crops to riots. Those fleeing to join nomadic groups increase in number, with many bringing what little belongings and weapons they had with them. The start of the Second Great Depression only makes the issue worse as the already meager amount of humanitarian aid to Vysoka diminishes. &lt;br /&gt;
&lt;br /&gt;
===Rebellion===&lt;br /&gt;
&lt;br /&gt;
After months of protest and violence, the Solarian government sent in a small expeditionary force to the planet in order to prevent yet another frontier colony becoming independent. As Solarian forces established martial law and began to crack down on independence movements, open rebellion broke out one year prior to the start of the Interstellar War. The Novosto and Tog-Daichin, the two largest nomadic communities present at the time, begin to launch raids on Solarian military convoys and troop transports, using their knowledge of the countryside and mobility to their advantage. &lt;br /&gt;
&lt;br /&gt;
During a massive retreat from the city of Krastas, which had fallen to a rebel uprising, numerous hit-and-run attacks on the retreating army combined with lack of rations killed off a significant portion Solarian soldiers and loyalists - later being described as “one of the largest military blunders of the Interstellar War.” A request for relief was made by General Teng Wei, but by the time this request was sent the Interstellar War was raging throughout the frontier. &lt;br /&gt;
&lt;br /&gt;
In 2285, the remaining forces of General Teng Wei made a “strategic withdrawal” from the area, with over 82,000 of her soldiers dead or wounded  - roughly 41 percent of the original 200,000-strong expeditionary force. Vysoka officially joined the Coalition of Colonies after the capitulation and subsequent dissolution of the Colonial Administration and provided what aid it could until the end of the war. &lt;br /&gt;
&lt;br /&gt;
===Post-War===&lt;br /&gt;
Despite the victory gained over the Solarian Expeditionary Force, roughly 177,000 of the estimated 300,000 insurgents involved were wounded or killed, with multiple settlements wrecked in the fighting. Despite the damage suffered, representatives of the various rebel groups involved were able to meet in the city of Rahe and eventually agreed to split Vysoka apart into multiple different city-states, allowing heavy autonomy. Two weeks later, the Free System of Vysoka was established.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
All Vysokan city-states maintain their own armed forces, each of varying size and composition. However, both motorized and mechanized infantry are popular due to the Vysokan landscape allowing for rapid movement. A slightly less popular choice is light infantry, as they can be rapidly deployed and used as skirmishers. Polities lacking the manpower to field a large standing army hire hosts as protection, either indefinitely or for a set period of time. &lt;br /&gt;
&lt;br /&gt;
Vysokan city-states generally maintain small navies, most of them used for and based around defense against pirates. The poorest city-states often purchase retired or decommissioned military vessels from other colonies, with richer states instead preferring to use private military contractors as a way to bolster their numbers.&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=14506</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=14506"/>
		<updated>2020-04-05T20:11:30Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: vysoka&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Frontier_Alliance_Flag.png|thumb|Offical flag of the Coalition of Colonies, &amp;quot;Infinite Freedom&amp;quot;. The blue symbolises freedom, the black frontier space. The three stars represent the three key members of the Coalition and the lemniscate represents the other countless members as well as eternal freedom.]]&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is an independent, space-faring nation formed of once-Solarian colonies residing in the frontier. Population estimates range from 85 to 110 billion, with an accurate census being nearly impossible due to the decentralized government of the Coalition. Founded in a revolt against the governance of the Association of Sovereign Solarian Nations, or the Sol Alliance, it won its independence in the prolonged Interstellar War. It is made up of 357 core member systems with a fluctuating number of loosely-defined associated systems. Previously known as the Frontier Alliance, the Coalition is one of the most diverse entities in known space culturally, socially, and politically. &lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The overarching government of the Coalition is a confederation held together by the Frontier Alliance Defense Pact, a treaty which ensures that all members will come to the aid of the other in a case of invasion or in more recent times, to defend against piracy. It is headed by the Chief Representative, the representative of whatever planet is voted as the capital of the Coalition. The current Chief Representative is Reilly Sianne of Xanu Prime. &lt;br /&gt;
The government of each individual entity within the Alliance varies dramatically, from republics to monarchies to communist parties, but the entities all agree to have representatives meet on the capital planet.  This bi-annual meeting, known as the Representative Summit, forms the leadership of the Coalition of Colonies. The Representative Summit is a bicameral legislature, made up of by the House of Members and the House of Observers.&lt;br /&gt;
The House of Members is formed of the core systems of the Coalition, and is where legislation can be proposed. The House of Observers is formed of representatives from affiliated frontier systems. While the House of Members currently has 357 members, because of the state of the wild frontier attendance for the Observer house can range from as few as fifty up to five hundred. Each system receives one representative. There is only one written rule to the Summit - no violence may take place in the chambers. All other rules and regulations are merely agreed upon traditions, solidified over the Coalition&#039;s history.&lt;br /&gt;
The Coalition of Colonies does not care how each system governs themselves, they only ask that each system respect one another and honor the pacts during the time of a crisis.&lt;br /&gt;
&lt;br /&gt;
[[File:Xanu.png|thumb|The extremely populous Xanu, core capital of the Coalition of Colonies and the throne of all things good in the galaxy. Its surface can be seen dotted with gargantuan impact craters from years of heavy bombardment.]]&lt;br /&gt;
==Notable Members==&lt;br /&gt;
===[[Xanu Prime]]===&lt;br /&gt;
The Xanu Free League, located in the system of Xanu, is the current capital of the Coalition. Megacities dot the surface of Xanu Prime, with only a small rural population. The League is governed by a president who is elected from among the mayors of the megacities and serves a three year term. In the capital city of Argia sa Mar, many embassies and legations are found in the Foreign Quarter, alongside branch offices of every megacorporation. The low-lying grasslands and beaches outside the towering metropolises are coated in craters, rusting military equipment, and graves from the Siege of Xansan during the Interstellar War, one of the most brutal battles of the conflict. These areas are protected by the government against looting and desecration as a massive memorial covering 93 percent of the planet. The government of the Coalition, the Representative Summit, meets on the artificial island of Greentree, located equidistant from every city on the planet. The Free Assembly, a major political party in the Coalition that believes in individual liberties and free government.&lt;br /&gt;
&lt;br /&gt;
===[[The Techno-Conglomerate]]===&lt;br /&gt;
The Techno-Conglomerate is the backbone of the Frontier Alliance’s technological research. Instead of being based on planets, the Techno-conglomerate is a large fleet of miscellaneous civilian and military vessels that travels throughout the Frontier. As a moving flotilla of high-tech ships, the Conglomerate look to incorporate technology with humanity. They were driven out of the Sol Alliance for their stance on augmentations shortly before the first Interstellar War. Though the Techno-Conglomerate has never acted in an offensive capacity, their fleet is one of the few centralized combat fleets in the Frontier Alliance. As their nation is based upon their sizable flotilla, they are often unwilling to venture into dangerous space.&lt;br /&gt;
They are incredibly accepting, trading with nearly all foreign bodies (excluding the Empire of Dominia), especially Eridani, and largely consider synthetic life as equals. Citizens of the Techno-Conglomerate often find work with large megacorporations such as NanoTrasen and Einstein Engines, with many of them finding high positions as engineers and scientists. The Techno-Conglomerate is governed by the captains of the ten largest ships, which includes research and military vessels. The largest, the heavy cruiser T.C.S. Balbo, is captained by High Captain Mark Mareus, the current leader of the council of ten.&lt;br /&gt;
 &lt;br /&gt;
===[[Himeo]]===&lt;br /&gt;
Himeo (Hephaestus Industries Mineral Extraction Operation) is an economic powerhouse of the Frontier Alliance originally founded as a mineral extraction operation by Hephaestus Industries in the 2200s. The planet openly revolted in the years leading up to the Interstellar War, and joined hands with Xanu in the formation of the original Coalition of Colonies. It has one of the most accurate censuses on the frontier due to its strong government: its 2460 population stands at 1.5 billion citizens on the planet itself with 200 million in orbit. Presently, Himeo serves as a primary source of raw materials for the Coalition due to its location near Xanu and large underground deposits of metals. Himeo is a barren, permafrost world where most of the population lives in four major cities and one large offworld station: Magnitogorsk (the largest settlement on the planet), Highland City (the major spaceport), Cannington (a major industrial center), Kiruna (the center of government), and Danzig Station in orbit. &lt;br /&gt;
&lt;br /&gt;
The surface of Himeo is defined by its large, windswept plains broken up by massive mountain ranges. The average temperature is generally −58.2 °C (−72.8 °F) before factoring in wind chill, so all major settlements are built into the ground - with the largest cities extending kilometers under the ground. Himeo is a direct democracy, with its First Speaker being elected by a pure majority vote every five years. Unlike many planets on the frontier, Himeo operates a small standing fleet of formerly corporate vessels, self-made warships, and Interstellar War prize ships. Megacorporations are banned from operating in Himeo’s space.&lt;br /&gt;
&lt;br /&gt;
===Zaurghis===&lt;br /&gt;
Zaurghis is an unremarkable planet in an equally unremarkable star system roughly five light years from Xanu. The planet itself is small, relatively similar to Earth, and devoid of most materials early colonists sought after. Zaurghis is, however, in an ideal location to exploit a feature unique to the frontier: wormhole travel. Zaurghis’s system is, through sheer luck or unknown forces, home to dozens (if not hundreds) of wormholes: some consistently stable, some changing by the hour. The economy of Zaurghis was, for the better part of its existence, centered around these wormholes: the planet had a booming shipping industry, with most of it concentrated in low-orbit docks. There was, of course, some illegal activity. However, a robust system of enforcement and policing kept the Zaurghis wormholes mostly free of danger.&lt;br /&gt;
&lt;br /&gt;
With the end of Solarian rule during the Interstellar War, there was no real push for government on the planet by the majority of the population, with the small amount of those who did, most of them being the original residents of the planet, exiled to its moon, Visraho. Previously a penal moon known as Correctional Facility 48, now there exists a small pro-corporate society. Over time, an anarchist society developed, lacking official law or representation: a society run purely by the idea of the Non-Aggression Principle, or NAP. Citizenship is automatically granted to all owners of property above one acre in size, and these citizens directly vote for their representation in the Coalition.&lt;br /&gt;
&lt;br /&gt;
However, with the recent proliferation of bluespace technology, Zaurghis’ wormholes have seen less and less use by merchants. Private enterprises have developed the once-prominent business port into one of the largest parts of the Coalition’s shipbuilding sector. Alongside this, however, a new area of commerce has emerged: smugglers, always willing to take risks in order to avoid authorities, have taken to utilizing the wormholes around Zraughis in order to ship product. These smugglers tend to avoid the larger and more well-traveled wormholes, instead risking life and limb on the smaller and less predictable, but less policed, wormholes. With smuggling being fully permitted on the planet, many have come to call this relatively inoffensive planet home. &lt;br /&gt;
&lt;br /&gt;
===[[Vysoka]]===&lt;br /&gt;
The Free System of Vysoka is the agricultural center of the Coalition of Colonies, commonly known as the “Breadbasket of the Frontier” due to a large number of foodstuffs exported from the planet. The main language of Vysoka is Freespeak, though Tradeband is commonly spoken among merchants. The colony of Vysoka is located in the Zeic system.&lt;br /&gt;
&lt;br /&gt;
===[[Scarabs]]===&lt;br /&gt;
The Scarabs are a tightly-knit and primarily nomadic faction which resides upon gargantuan home-fleets akin to that of the Techno-Conglomerate, in a grander scale. Seen as a hardy and self-sufficient people, their primary fleet holds the structure of a uniquely made Khaganate. Led by the young Iraiya, the Queen in Blue is the perpetually mobile fleet. Many Scarabs are seen planet-side in unclaimed territory, making usage of untapped materials or valuable sources of food and water to supply the ever-growing fleet as it moves. The Scarabs meet criticism for what is essentially a conquest through uncharted territory surrounding the space of the Sol Alliance. Though at this point, it&#039;s clear they have no reason or will to care.&lt;br /&gt;
The Scarabs seek to unify Humanity under one banner at any cost, or so Iraiya says. Their intent at the least to absorb all Offworlders into their own home fleets is clear, and they have found little difficulty in convincing many to join them, using safety and plentiful supplies as prime motivators, though some warn their actions will eventually wake the slumbering Sol Alliance…&lt;br /&gt;
&lt;br /&gt;
==Other Coalition Systems==&lt;br /&gt;
 &lt;br /&gt;
===The Base Worlds===&lt;br /&gt;
These heavily militarized worlds provide the cornerstones of defense of the Coalition. Four major base planets and one moon, along with countless smaller outposts, exist on the borders of the Coalition. These planets are wholly dedicated to military production and provide the bases for the Coalition’s small professional army, along with training facilities and whatever permanent military structures are required. Funding for the upkeep and garrisoning of these facilities is raised voluntarily from member systems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendentu&#039;&#039;&#039;: On the western frontier of the Coalition lies Rendentu, nicknamed the Fortress World. The now-legendary Battle of the Maw which took place on the dimly-lit world lasted for over three months as the Solarian Navy fought to claim the planet during the Interstellar War. Rendentu is home to the single largest base in the Coalition, shadowy Fort Lockjaw. Several layers of bluespace interdiction nets surround the system as it stands guard over the nearby stable wormhole.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wroshalawau&#039;&#039;&#039;: Guarding the south-west border, Wroshalawau is a heavily industrialized world dominated by sprawling factories churning out munitions of every conceivable type. These factories are highly fortified, with large parts of the planet covered in minefields and obstructions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irn&#039;&#039;&#039;: The southernmost base of the Coalition, Irn is the only base world to have a large civilian population. Gentle climate is the norm, though the rain on the planet is highly acidic, with fortifications and houses covered in special composites to shield them from dissolving. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grad&#039;&#039;&#039;: The eastern bastion, this frozen world is the most isolated base of the Coalition. Known for its brutally cold climate with a peak yearly temperature below freezing, permanent winter shrouds the hulking fortifications and facilities built into the mountain ranges crossing the planet. Hidden factories, artillery emplacements, training grounds, and other secret facilities are rumored to hide beneath the permafrost of Grad...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selene&#039;&#039;&#039;: In orbit of Xanu Prime, this small arid moon holds several orbital artillery facilities that protect the capital of the Coalition. A large Solarian marine base, Fire Base Tango, lies abandoned on the planet, left from the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wright’s Berth&#039;&#039;&#039;: Another moon in the orbit of Xanu Prime, this small and airless body holds a significant Xanu Prime Navy base that serves as the planet’s admiralty. Originally established as a Sol Alliance Navy base at roughly the same time Xanu Prime was colonized, the sailors and marines of Wright’s Berth had gone slightly over two years without pay and with irregular supplies due to the Second Great Depression. When ordered to assault Xanu Prime to stop the rebellion of the Coalition of Colonies shortly after the start of the Interstellar War, the demoralized garrison of Wright’s Berth defected to the Coalition.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&lt;br /&gt;
While every species can be found in the Coalition, it is human dominated due to its origin as part of human colonization efforts, with the exact breakdown of Coalition society being impossible to determine. Social organization can vary wildly from planet to planet with corporate oligarchies, industrial wastes, militarized states, free republics, and everything in between being found in the coalition.&lt;br /&gt;
&lt;br /&gt;
==The Silk Road==&lt;br /&gt;
&lt;br /&gt;
Criss-crossing the Coalition is the Intra-System Warp Transit Network, or IS-WTN, built under Solarian control in the 23rd century. Known as the Warpway or simply the Way, the Warpway is a transport system across the Coalition used for travel and trade. It consists of straight routes through space, marked by large warp beacons, between which long warp-trains travel. These trains have remained relevant in the bluespace age due to the mysterious nature of warp efficiency, that is, that repeated warp travel along the same route becomes more efficient with time. Built along specially mapped currents through space, these unique vehicles can rival low-speed bluespace in speed, with far simpler technology. The Warpway is the life blood of the Coalition, a silk road bringing quantities of rare materials, goods, and people from every corner for trade.&lt;br /&gt;
&lt;br /&gt;
These warp-trains did not see much use in the core of the Sol Alliance, due to its denser size and gate network. However, across these previously-Solarian holdings, it has been carefully maintained to connect the sprawling Coalition. As certain routes waxed and waned in popularity, entire systems have grown or shrunk, leaving ghost towns in its wake. These abandoned towns are now often home to criminals, either pirates or smugglers, who sometimes even interfere with the warp-trains themselves, attempting to rob them of especially valuable cargo.  &lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=14415</id>
		<title>Template:Navbox Human Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=14415"/>
		<updated>2020-04-02T09:42:11Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: Undo revision 14406 by BoryaTheSlayer (talk)&lt;/p&gt;
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|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | [[:Category:Humanity|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Human Factions&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#776be3&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Biesel]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Biesel]] · [[Mendell City]] · [[New Gibson]] · [[Odin]] · [[Tau Ceti Foreign Legion]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#C89024&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Sol Alliance]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Earth]] · [[Mars]] · [[Luna]] · [[Venus]] · [[Jupiter]] · [[New Hai Phong]] · [[Mictlan]] · [[Silversun]] · [[Konyang]] · [[Sol Alliance Military]] · [[Sol Alliance History]] · [[Sol Merchant Society]] · [[Sol Politics]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#db7070&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Empire of Dominia]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Dominian Culture]] · [[Dominian Honor]] · [[Moroz Holy Tribunal]] · [[Empire of Dominia Great Houses|The Great Houses]] · [[Empire of Dominia Military|Dominian Military]] · [[Notable Dominians]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#818f8e&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Eridani Federation]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Eridani Federation Military]]  ·  [[Oran]]  ·  [[Akhet]]  ·  [[Set and Nebthet]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#dbcd70&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Elyra]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Elyra Military]] · [[Elyra Culture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#70b0db&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Coalition of Colonies]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xanu Prime]] · [[Himeo]] · [[The Techno-Conglomerate]] · [[Scarabs]] · [[The Trinary Perfection#Notable Locations|Orepit]] · [[Coalition Politics]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=14414</id>
		<title>Template:Navbox Human Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=14414"/>
		<updated>2020-04-02T09:41:06Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: Reverted edits by NewOriginalSchwann (talk) to last revision by BoryaTheSlayer&lt;/p&gt;
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|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | [[:Category:Humanity|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Human Factions&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#776be3&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Biesel]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Biesel]] · [[Mendell City]] · [[New Gibson]] · [[Odin]] · [[Tau Ceti Foreign Legion]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#C89024&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Ohio Alliance]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Earth]] · [[Mars]] · [[Luna]] · [[Venus]] · [[Jupiter]] · [[New Hai Phong]] · [[Mictlan]] · [[Silversun]] · [[Konyang]] · [[Ohio Alliance Military]] · [[Ohio Alliance History]] · [[Ohio Merchant Society]] · [[Ohio Politics]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#db7070&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Empire of Dominia]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Dominian Culture]] · [[Dominian Honor]] · [[Moroz Holy Tribunal]] · [[Empire of Dominia Great Houses|The Great Houses]] · [[Empire of Dominia Military|Dominian Military]] · [[Notable Dominians]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#818f8e&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Eridani Federation]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Eridani Federation Military]]  ·  [[Oran]]  ·  [[Akhet]]  ·  [[Set and Nebthet]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#dbcd70&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Elyra]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Elyra Military]] · [[Elyra Culture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#70b0db&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Coalition of Colonies]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xanu Prime]] · [[Himeo]] · [[The Techno-Conglomerate]] · [[Scarabs]] · [[The Trinary Perfection#Notable Locations|Orepit]] · [[Coalition Politics]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=14413</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=14413"/>
		<updated>2020-04-02T09:40:20Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: Undo revision 14405 by BoryaTheSlayer (talk)&lt;/p&gt;
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! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary#Main_Spacefaring_Races|Races]] &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Background_summary#Humanity|Humanity]] · [[Skrell|Skrell]] · [[Tajara]] · [[Unathi]] · [[Dionae]] · [[Vaurca]] · [[Vox]] · [[IPC]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Corporations|Corporations]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Nanotrasen Corporation]] · [[Hephaestus Industries]] · [[Idris Incorporated]] · [[Zeng-Hu Pharmaceuticals]] · [[Einstein Engines]] · [[Necropolis Industries]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Sol Alliance]] · [[Republic of Biesel]] · [[Skrell|Jargon Federation]] · [[Unathi|Izweski Nation]] · [[People&#039;s Republic of Adhomai]] · [[ Democratic People&#039;s Republic of Adhomai]] · [[New Kingdom of Adhomai]] · [[Eridani_Federation|Eridani Corporate Federation]] · [[Coalition of Colonies]] · [[Republic_of_Elyra|Republic of Elyra]] · [[Empire_of_Dominia|Empire of Dominia]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Planets and Systems]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Orion Spur]] · [[Sol]] · [[Tau Ceti]] · [[Uueoa-Esa]] · [[Sedantis I]] · [[Adhomai]] · [[S&#039;rand&#039;marr]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Lore|General]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Timeline]] · [[Economy]] · [[Languages]] · [[Bluespace]] · [[Template:Aurora Starmap|Starmap]] · [[Deep Space]] · [[Education]] · [[Guide to Law]] · [[Guide to Citizenship]] · [[Ships and Stations]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=14406</id>
		<title>Template:Navbox Human Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=14406"/>
		<updated>2020-04-01T08:16:16Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: &lt;/p&gt;
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|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | [[:Category:Humanity|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Human Factions&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#776be3&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Biesel]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Biesel]] · [[Mendell City]] · [[New Gibson]] · [[Odin]] · [[Tau Ceti Foreign Legion]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#C89024&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Ohio Alliance]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Earth]] · [[Mars]] · [[Luna]] · [[Venus]] · [[Jupiter]] · [[New Hai Phong]] · [[Mictlan]] · [[Silversun]] · [[Konyang]] · [[Ohio Alliance Military]] · [[Ohio Alliance History]] · [[Ohio Merchant Society]] · [[Ohio Politics]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#db7070&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Empire of Dominia]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Dominian Culture]] · [[Dominian Honor]] · [[Moroz Holy Tribunal]] · [[Empire of Dominia Great Houses|The Great Houses]] · [[Empire of Dominia Military|Dominian Military]] · [[Notable Dominians]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#818f8e&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Eridani Federation]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Eridani Federation Military]]  ·  [[Oran]]  ·  [[Akhet]]  ·  [[Set and Nebthet]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#dbcd70&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Elyra]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Elyra Military]] · [[Elyra Culture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#70b0db&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Coalition of Colonies]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xanu Prime]] · [[Himeo]] · [[The Techno-Conglomerate]] · [[Scarabs]] · [[The Trinary Perfection#Notable Locations|Orepit]] · [[Coalition Politics]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=14405</id>
		<title>Template:Navbox Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Lore&amp;diff=14405"/>
		<updated>2020-04-01T08:15:32Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: OHIO&lt;/p&gt;
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|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Background_summary#Main_Spacefaring_Races|Races]] &lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Background_summary#Humanity|Humanity]] · [[Skrell|Skrell]] · [[Tajara]] · [[Unathi]] · [[Dionae]] · [[Vaurca]] · [[Vox]] · [[IPC]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Corporations|Corporations]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Nanotrasen Corporation]] · [[Hephaestus Industries]] · [[Idris Incorporated]] · [[Zeng-Hu Pharmaceuticals]] · [[Einstein Engines]] · [[Necropolis Industries]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Factions|Factions]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Ohio Alliance]] · [[Republic of Biesel]] · [[Skrell|Jargon Federation]] · [[Unathi|Izweski Nation]] · [[People&#039;s Republic of Adhomai]] · [[ Democratic People&#039;s Republic of Adhomai]] · [[New Kingdom of Adhomai]] · [[Eridani_Federation|Eridani Corporate Federation]] · [[Coalition of Colonies]] · [[Republic_of_Elyra|Republic of Elyra]] · [[Empire_of_Dominia|Empire of Dominia]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Planets and Systems|Planets and Systems]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Orion Spur]] · [[Ohio]] · [[Tau Ceti]] · [[Uueoa-Esa]] · [[Sedantis I]] · [[Adhomai]] · [[S&#039;rand&#039;marr]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| [[:Category:Lore|General]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Timeline]] · [[Economy]] · [[Languages]] · [[Bluespace]] · [[Template:Aurora Starmap|Starmap]] · [[Deep Space]] · [[Education]] · [[Guide to Law]] · [[Guide to Citizenship]] · [[Ships and Stations]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;DO NOT EDIT THIS PAGE WITHOUT TESTING FIRST!!!!&#039;&#039;&#039;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=14397</id>
		<title>Republic of Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=14397"/>
		<updated>2020-03-31T20:21:04Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Societal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
In the core worlds of Humanity’s power and built upon the center of the largest phoron deposits in the known galaxy, the Republic of Biesel is an independent state wholly surrounded by [[Sol Alliance]] space. The very young Republic as it is known today came to be in 2452, and since its populace has flourished as NanoTrasen has tightened a vice grip over its government structure. Present at every level of government and carrying its economy into a new age, [[Nanotrasen Corporation]] is unofficially the most influential force in the system in which the Republic resides, [[Tau Ceti]]. The extent of the official power of the Republic of Biesel extends to the gravity well of the Tau Ceti star and some of its immediate surroundings.&lt;br /&gt;
It is one of the most populated systems in Human space, and easily the richest in the galaxy thanks to NanoTrasen. &lt;br /&gt;
[[Image:Republicofbieselflag.png|thumb|400px|Flag of the Republic of Biesel.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel is the foundation of the galactic economy, with NanoTrasen controlling the trickle of phoron that it exports to virtually all Human - and often other species’ - settlements. For this reason, it has long since been considered the “galactic center,” overtaking the Jewel Worlds in the early 2400’s. This, alongside its progressive legislation has made it a prime destination for immigration from all walks of life. &lt;br /&gt;
&lt;br /&gt;
As the Republic of Biesel holds sovereignty over the Tau Ceti system, planets under its control include New Gibson, Luthien, Caprice, Reade and its namesake, Biesel. The majority of the Republic’s phoron supply comes from the Romanovich Cloud, a very distant cluster of icy and metallic bodies that encompass the system. NanoTrasen has established control of virtually every source of phoron found here.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti’s population has for the better part of the century stood against Alliance control, but it took until 2452 for progress in this to be made in the form of their declaration of independence. Since then, it has butted heads with Sol, having even been the victim of a full militarized invasion by the rogue Admiral Frost in 2458.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; &amp;quot;The Federal Republic of Biesel and the Tau Ceti System&amp;quot; (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Mendell City, Biesel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Bieselitte, Cetian, Gibsonian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Sol Common, Tau Ceti Basic, 24 additional Recognized Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population&#039;&#039;&#039;: 2460 Est.: 11,632,576,000&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
&lt;br /&gt;
Biesel maintains the &#039;&#039;&#039;Credit&#039;&#039;&#039; as its official currency. &lt;br /&gt;
&lt;br /&gt;
NanoTrasen is an &#039;&#039;&#039;unquestionable monopoly&#039;&#039;&#039; within Tau Ceti. The Free Trade Zone established shortly after independence in 2452 served to only reinforce their foothold. Almost the entirety of business in the system are either owned directly or a branch of Nanotrasen. Business that does not affiliate with the megacorporations &#039;&#039;&#039;can not be founded legally,&#039;&#039;&#039; and thus all independent businesses found in the Republic are either external to Tau Ceti or have existed for longer than NanoTrasen, and simply have not offered enough to warrant being bought out. &lt;br /&gt;
&lt;br /&gt;
Megacorporate presence outside of NanoTrasen exists in Tau Ceti, such as Hephaestus super-stations and some properties in orbit - but most date back to well over sixty years ago, before the monopoly was formed.&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
&lt;br /&gt;
Being one of the early colonized systems, Tau Ceti remains diverse. People from all walks of life exist in the Republic, and the meshing of cultures extends to even the growing minority of alien species that find their home in the small Republic. There are tensions between the natives and the influx of alien immigrants, and the integration of IPC&#039;s into society remains an extremely hot topic.&lt;br /&gt;
&lt;br /&gt;
===Languages===&lt;br /&gt;
&lt;br /&gt;
Tau Ceti Basic is the dominant language in the Republic of Biesel, spoken by nearly all its inhabitants except some small groups of immigrants. Due to the diverse nature of the Republic, every language across populated space can be found here. Sol Common is viewed with some hostility by natives of the Republic, especially after the Frost Invasion, and is mostly spoken in pro-Sol areas of the Republic. Tradeband and Freespeak are commonly spoken amongst the resident and immigrant populations, with many coming from across the human frontier to pursue a better life in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
===Culture===&lt;br /&gt;
&lt;br /&gt;
As endlessly varied as its populace, the culture of the Republic is impossible to define. However, definitive enclaves have coalesced over time, not to mention the divide between the unique districts of its capital, Mendell City. Among these are the Tajaran-dominated Little Adhomai, or District 14 - for synthetics, IPCs, or even District 9 - for Vaurca respectively. &lt;br /&gt;
&lt;br /&gt;
====Life in Tau Ceti====&lt;br /&gt;
&lt;br /&gt;
The standard of living in Tau Ceti is rather high due to the prospering nature of the system. Most of the lower class consists of immigrants and new settlers, though wealth tends to be easy to build especially when cooperating with NanoTrasen. The “Republic Ideal,” as it is stated in NT-sanctioned media, leans on one person being able to sustain a family’s worth of others with hard work.&lt;br /&gt;
&lt;br /&gt;
Life as it stands in Tau Ceti can be considered a mixed basket. As virtually every form of media and entertainment is covered - and arguably controlled by NanoTrasen, “official” and outstanding means of entertainment are often dreary and corporate in concept. People, especially the lower class, make do with their own attempts to curtail the dull blanket over the social world. This, in day-to-day life, includes closed extracorporate relays, exercises of public freedom or otherwise. An obvious side-effect of this is strengthened traditions and isolation of oneself to protect that which they feel passionate for.&lt;br /&gt;
&lt;br /&gt;
It can be said with certainty due to all this that close bonds - namely family and the sense of community, are strengthened heavily in the system. Local festivities such as annual holidays are adored and can vary completely based off of the location they are in. Whether intentional or not, NanoTrasen’s presence in the system has ended up uniting the Republic into a singular tightly-knit body.&lt;br /&gt;
In the middle and upper class, things get more chaotic. People here can bring themselves to afford the “standard of living” that is expected of all the Republic’s citizens, and either use this to consume NanoTrasen’s corporate media or dive into their own divided and rich cultures.&lt;br /&gt;
&lt;br /&gt;
A good example of the divides between NanoTrasen media and Republic tradition is the annual system-wide and crowd-funded &#039;&#039;&#039;Xavier’s Gala&#039;&#039;&#039; on May 5th, ironically named after Xavier Trasen. This is a holiday where megacorporate presence is totally rejected - no businesses can be found partaking in any practice here, outside of the unofficial organization which assembles it. In this, people tend to gather in carnival-like fairs that celebrate the independence of the system and the freedoms granted to them by the events of the last sixty years. &lt;br /&gt;
&lt;br /&gt;
Immigrants find difficulty integrating into Tau Ceti’s varied cultures, to such an extent that they are often warned against entering alone without family or friends. Basic necessities are easy to get, as the nature of the Republic promotes all manner of immigration from anywhere, but finding your own place amidst the confusion can be an overwhelming task to most. Social standing is hard to come by as a newcomer, forcing immigrants to lean into NanoTrasen to develop any sort of positive track record in the system.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Biesel remains a Federal Democracy as enshrined in the Tau Ceti Constitution. It has an elected president, a congress, and a supreme court. &lt;br /&gt;
In the executive branch, President Joseph Dorn was sworn into office for his first term as president in 2454. He faced reelection in 2458 and won in a landslide, yet contested victory.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
Being surrounded entirely by the juggernaut of the Sol Alliance and situated near the core systems of humanity, Tau Ceti is isolated from the major dangers and players on the galactic stage save for an increasingly hostile Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
With the most common threats being incursions by raiders and pirates, Tau Ceti maintains a small military dedicated to self-defense. NanoTrasen and its dedicated private military companies take up the bulk of actual security duties. A complex and intricate series of security and engineering contracts has corralled the young Republic to be obligated to get weapons and equipment exclusively through the mega-corporation, such as weapons and tactical armor. Despite patronizing attitudes from NanoTrasen towards the Tau Ceti&#039;s military, the mega-corporations extensive involvement allows the young republic to only dedicate .98% of its budget towards the military.&lt;br /&gt;
&lt;br /&gt;
===[[Tau Ceti Foreign Legion]]===&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is the primary military of the Republic of Biesel. This is an extension of the government which consists primarily of temporarily assigned, contracted or most importantly volunteer citizens. As well, non-citizens seeking citizenship in Tau Ceti can acquire it through varying degrees of service to the Legion, which changes depending on rank, age, government records, etcetera.&lt;br /&gt;
&lt;br /&gt;
Legion operations extend as far as the orbit of Reade, and generally drop off from there. The organization is led by the Foreign Legion Stellar Command, who operate from bases in the core of the system and very near to the NTCC Odin. &lt;br /&gt;
&lt;br /&gt;
The Foreign Legion Fleet operates 332 official government vessels, several thousand shuttlecraft and consists entirely of donations from the Trasen Family.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Being one of the closest systems to Earth, Tau Ceti was one of the first explored by early interstellar travelers. When Biesel was discovered to possess an Earth-like atmosphere, complete with full-fledged biospheres, the system was flooded with settlers. As Biesel flourished and towns grew into cities, explorers began to survey the nearby planet of New Gibson, and found it metal-rich. Corporations and individuals alike established mining colonies which have grown over the centuries into massive domed cities and industrial parks, mining raw materials and turning them into all manner of goods, then shipping them off to Biesel or outside the system. Biesel, with it&#039;s Earth-like atmosphere, became the financial and agricultural heart of the system while New Gibson was the industrial powerhouse. Around 100 years after it&#039;s first settlers made planet-fall, the Republic of Biesel was formally established as one of the first semi-autonomous states within the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
Following the discovery of phoron in the sparsely explored Romanovich Cloud at the edge of the system, NanoTrasen began to move it&#039;s corporate assets and bureaucracy onto Biesel. As NanoTrasen became fabulously wealthy, the money trickled down to the Tau Ceti System&#039;s upper class. However, the economic catastrophe of the Second Great Depression threatened to wipe out the entire economy of the Sol Alliance. With the Sol Alliance teetering on absolute bankruptcy and consequential tax hikes for systems, the unemployment rate in Tau Ceti exploded to 20% by 2450. Within the next two years, Nanotrasen became one of the only still functioning corporations within Tau Ceti, making it extremely popular with both politicians and the population at large, as it offered jobs and services unavailable anywhere else.&lt;br /&gt;
&lt;br /&gt;
Politicians pushed for closer ties with the mega-corporation, and eased anti-monopoly laws for NanoTrasen. In 2452, The Republic of Biesel and NanoTrasen formed the &amp;quot;Tau Ceti Free Trade Zone&amp;quot;, which gave NanoTrasen control of vast swathes of the Romanovich Cloud and at the same time presented an ultimate to the Sol Alliance government to give Tau Ceti independence or face a total loss of Nanotrasen investment. The announcement was met with both praise and outrage: Some welcomed the money that would flow into the system with NanoTrasen able to more effectively mine and distribute phoron, while others claimed that NanoTrasen had &#039;bought&#039; the government of Biesel and that an Orwellian future was just around the corner. Desperate and unable to enforce their refusal without a total collapse of their economy, the Sol Alliance caved and allowed Tau Ceti to become independent in 2452.&lt;br /&gt;
&lt;br /&gt;
A side effect of NanoTrasen&#039;s increased operations in the sector are that employees from outside the system are often &#039;bussed&#039; in through the system&#039;s Warp Gate. Many have chosen to settle in the system and are provided corporate housing in numerous &#039;Corporate Enclaves&#039; that have sprung up across New Gibson and Biesel. The system&#039;s population is estimated to be one of the most diverse in Human Space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Frost Invasion: 2458 - 2459 ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In &#039;&#039;&#039;October of 2458&#039;&#039;&#039; the Sol Alliance had ended anti-piracy patrols around Tau Ceti by its 33rd Fleet as part of a diplomatic campaign to put pressure on the small system over various long-standing disputes. This caused a massive spike in piracy and raider attacks against Tau Ceti, which Biesel&#039;s small, part-time military had no ability to deal with effectively. Biesel maintained contracts with NanoTrasen&#039;s [[Emergency Response Team]] but the mega-corporation was cool to the idea of increasing investment without re-negotiating the terms of the contracts. The result of negotiations with NanoTrasen ended with an [https://forums.aurorastation.org/viewtopic.php?p=71272#p71272| announcement on the 20th of October] where Biesel would sponsor NanoTrasen to build thousands of combat drones that can operate near-autonomously in the vacuum of space. This was a disaster for the Alliance, who&#039;s plan to pressure Tau Ceti to reduce its proliferation of synthetic life had just backfired spectacularly.&lt;br /&gt;
&lt;br /&gt;
This development also angered and worried many Skrell both within Tau Ceti and as far as the [[Skrell | Jargon Federation]]. [https://forums.aurorastation.org/viewtopic.php?p=71543#p71543 The Federation persuaded the Sol Alliance to enact an &#039;economic embargo&#039; against the Tau Ceti system, to be enforced by the 33rd fleet] commanded by Admiral Frost. Prices for basic goods skyrocketed across Tau Ceti as imports hit a bottleneck after the bluespace gate leading to the system was shut down. Tensions between Synthetics and Organics as well as general xenophobia grew across Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=72875#p72875 On &#039;&#039;&#039;December 1st&#039;&#039;&#039;] crisis talks between the Sol Alliance, Jargon Federation, and the Republic of Biesel that had been attempted to resolve the crisis had come to an end. The Alliance&#039;s demands had grown from not Biesel cancelling its combat drone program, but also creating strict regulations and controls on its synthetic population, and finally that Biesel would allow Alliance and Jargon authorities to assume leadership in federal and state law enforcement agencies. Biesel agreed to all but the last demand, saying it would be surrendering its autonomy. The crisis also revealed a divide between the Federation and the Alliance: The Federation was trying to focus specifically on Tau Ceti&#039;s synthetic proliferation, but had been caught up in the Alliances&#039; attempt to re-assert itself over its former break-away province. At the end of these talks both sides walked out and negotiations broke down, and with it the hopes of resolving the crisis peacefully.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;December 26th 2458&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=73541#p73541| Biesel announced it had formed an economic partnership] with the [[Republic of Elyra]] and NanoTrasen called the Association for Market Stability. This economic alliance created a union between the only two galactic nations with control over large phoron deposits. Overnight the entire balance of power shifted as Biesel now had a serious bargaining chip to use against the Alliance: potentially slashing phoron exports and tanking the Alliance economy. This further sunk relations between Tau Ceti and the Alliance, and many within the Alliance began to consider Biesel a serious risk to its security.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;February 26th, 2459&#039;&#039;&#039;, with no end of the embargo in sight, [https://forums.aurorastation.org/viewtopic.php?p=74869#p74869 Biesel expelled the Alliance&#039;s diplomats in its system and ordered the closure of the Alliances&#039; embassy]. It accused the Alliance diplomats of intimidation and abuse towards Biesel authorities. Diplomatic ties between the two nations were now completely severed. The first warning signs from Admiral Frost surfaced here, with the admiral warning Biesel that there would be retaliation.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;February 27th 2459&#039;&#039;&#039;, [https://forums.aurorastation.org/viewtopic.php?p=75258#p75258| Biesel&#039;s Congress voted to trigger a constitutional convention that would allow them to re-write the Constitution of the republic]. The purpose of the convention was clear: pro-synthetic factions had finally gathered enough influence, and full emancipation of synthetics was soon to be a reality. The proposed amendments would also see a streamlined legal framework in regards to synthetic ownership, employment of synthetics, and the legality of their treatment.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=75365#p75365| Only three days after the announcement of the convention], Admiral Frost suddenly invaded Tau Ceti with the 33rd fleet. He was acting autonomously and without orders from the civilian government. His fleet&#039;s overwhelming firepower and rapid speed overwhelmed Tau Ceti&#039;s tiny defense network. Within 5 hours the Republic of Biesel capitulated to Admiral Frost, who had seized an entire star system in a near-bloodless invasion. President Dorn, who had been captured by a 33rd commando raid, broadcasted a televised speech announcing his unconditional surrender. Frost seized control of Biesel as its dictator, and began his campaign of terror, who&#039;s goals can be best described by the man himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This colony of the Alliance has been proliferating synthetics as potential weapons of mass destruction. There have already been numerous incidents where synthetic infiltrators have murdered people in cold blood to progress their agenda. Synthetic proliferation is an existential threat to all mankind. Like a weed, synthetics take root among us and spread until they are able to strangle us all. They can look like us, they feel no pain, and are incapable of understanding mercy. To allow the Tau Ceti government to build an army of combat synthetics, despite the abhorrent lessons of history, is unthinkable. The 33rd, along with assistance from federal, state, and NanoTrasen authorities, will be working over the next month to completely cripple the power of synthetics in this system. They will be dismantled. They will be re-purposed. They will be returned to their status as tools and stripped of all notions of independence or emancipation. Synthetics are tools, and made to serve mankind. But they are dangerous to leave unchecked. This colony&#039;s administration was incapable of handling or even understanding the Pandora&#039;s box they were opening. Hail Sol, and God bless the Alliance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the occupation Frost used his totalitarian authority with vigor. Many free IPCs were sold into slavery or scrapped, robotics labs were shut down and demolished, and 33rd Officers even took over Captainship of NanoTrasen stations in Tau Ceti like the NSS Aurora. Many in Tau Ceti resisted the occupation, with protests gripping the streets of every major city. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=75614#p75614 Eventually, the Sol Alliance 25th fleet arrived to Tau Ceti and fought the 33rd in a surprise attack], chasing it from the system. Admiral Frost and a small retinue of loyalists were chased to the NSS Aurora where he managed to evade capture from its security force and 25th Marines on his tail, and he escaped to the frontier.&lt;br /&gt;
&lt;br /&gt;
The 25th Fleet left Tau Ceti after chasing off the 33rd, and a humiliated Alliance, who&#039;s rogue Admiralty was now public knowledge, ended the embargo.&lt;br /&gt;
&lt;br /&gt;
The invasion and occupation by Admiral Frost forever altered politics and lifestyles in Tau Ceti. Before the invasion, patriotism was uncommon and viewed as strange. But the invasion created a strong sense of nationalism and patriotism within its diverse population. President Dorn returned to his office of the presidency amid soaring approval ratings, and declared that a new era had begun for the small Republic. Snap elections flooded Congress with New Republicans, a radical Universalist party that Dorn himself defected to at the expense of his former, moderate Republican Party. &lt;br /&gt;
&lt;br /&gt;
Despite being plagued by corruption scandals and growing tension domestically and abroad, President Dorn continued to ride on his popularity as a war time President to push through key New Republican reforms that see synthetics and non-humans in Tau Ceti granted greater freedoms and rights, while at the same time loosening already timid regulations on NanoTrasen. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===[[SLF Incursion Arc|SLF Incursion: 2461]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Synthetic Liberation Front, after several years of inactivity, appeared once more in the Republic in 2461. In a do-or-die final throw for life, they attempted to set up a safe route for disadvantaged synthetics to enter the Republic through on the NSS Aurora. This resulted in a miserable failure on all sides, with the SLF brought to its end and various anti-synthetic groups failing to apprehend the main perpetrators of the incursion. &lt;br /&gt;
&lt;br /&gt;
The events of the SLF Incursion Arc can be found in detail [[SLF Incursion Arc|here.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Himeo&amp;diff=14396</id>
		<title>Himeo</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Himeo&amp;diff=14396"/>
		<updated>2020-03-31T19:37:27Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: FLAG FLAG FLAG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;The United Syndicates of Himeo&#039;&#039;&#039;, more commonly rendered as Himeo (Hephaestus Industries Mineral Extraction Operation), is an economic powerhouse of the Coalition of Colonies originally founded as a mining venture by Hephaestus Industries in the 2200s. The largest city, and arguable capital of Himeo, is Magnitogorsk – a sprawling underground city built beneath the landing site HBF/CS Magnitogorsk after it landed on the planet. The primary export of Himeo is steel, along with other processed industrial materials, and much of its materials go to market in Xanu. The primary language of Himeo, unlike much of the Coalition of Colonies, is Solarian Common – though isolation from the proper Alliance has caused language drift over the centuries. Citizens of Himeo speak a dialect of Sol Common referred to as “Himeo Common&amp;quot; that has integrated vocabulary from Freespeak, and features a distinctive accent. The planet officially describes itself as a direct democracy that serves the citizens and workers of the planet before itself. With the extremely harsh conditions of Himeo&#039;s surface, most settlements are underground where cooperation is needed to survive. Himeo’s official motto is &amp;quot;We Shall Overcome&amp;quot; and a common symbol of the planet is a white hexagon surrounded by six red triangles holding back a sea of black, a symbolic representation of how the unity of Himeo holds back potential threats to the planet.&lt;br /&gt;
[[File:himeoflag.png|thumb|The flag of United Syndicates of Himeo. ]]&lt;br /&gt;
{{toc_right}}          &lt;br /&gt;
==History==&lt;br /&gt;
===Discovery===&lt;br /&gt;
The origins of Himeo date back to 2248, when a Sol Alliance probe discovered the planet. The weather was estimated to be similar to the Yukon on Earth, and the planet was estimated to have massive mineral wealth by the probe. Within a year the area deemed “System XZP-0987” by the Sol Alliance was purchased by Hephaestus Industries, which intended to make the most of their new acquisition. An expedition was set to be launched as soon as possible, and in 2250 a fleet set out for Himeo. The fleet that disembarked was fairly large, consisting of nearly a dozen ships total, and they departed with a mission: drop a prefab colony (using the four colony ships themselves) on planet HIIMZ-05 (Hephaestus Industries Industrial Mining Zone, Fifth Planet) in order to exploit its mineral wealth. The prefab colony is designed to last twenty years at maximum, and the colony on HIIMZ-05 is expected to operate for five years total.&lt;br /&gt;
[[File:Himeo.png|thumb|A picture of the planet Himeo from space. ]]&lt;br /&gt;
&lt;br /&gt;
The ships Magnitogorsk, Highland, Cannington, and Kiruna are all launched as industrial colony vessels. Hephaestus Industries warship Norilsk and two other ships are dispatched as escorts for the hulking industrial vessles. The mobile station Ryti is sent along to serve as a refueling and service station for vessels in orbit. By 2452, the ships arrive and drop their prefab colonies to find that the planet was not what they expected.&lt;br /&gt;
===Colonization===&lt;br /&gt;
Fierce polar winds whip across the surface of HIIMZ-05, causing extreme wear and tear on anything exposed to the vortexes that is not designed to withstand the wind. It becomes apparent to the colonists huddled in their prefab that the colonies must dig in order to create any structures at all. Anything exposed aboveground is generally very close to the ground, partially sunken in the ground, or built into natural wind barriers. There is a lack of fauna and plant life beyond hardy shrubbery and small mammals, leading to most food production taking place inside the colony itself or in limited hydroponics facilities in orbit. However, more in-depth environmental scans of HIIMZ-05 reveal that the mineral wealth of the planet is far greater than originally anticipated.&lt;br /&gt;
&lt;br /&gt;
Construction efforts, not prepared for the harsh conditions present, rapidly falls behind. Quotas are being only partially met, if they are being considered at all. Equipment is being stretched to the breaking point. People are starting to grow restless on the planet now sarcastically being called “Himeo” due to its status as a Hephaestus Industries Mineral Extraction Operation. As the months turned to years, another problem emerged: supplies took a long time to get to Himeo, and the only available communicator that could reach corporate headquarters was on the Norilsk. By 2255, Himeo had drifted so far away from Hephaestus that the planetary governor was forced to sign off his power to the planet’s population following a devastating mine collapse that left one-hundred dead outside Highland City - an event that came after orders from corporate headquarters to remain on the planet indefinitely. Hephaestus, already becoming crippled by the economic downturns that would lead into the Second Great Depression, was forced to concede to the planet’s demands, fearing a full-scale revolt if they did not. The compromises made here would form the future of modern Himeo’s direct democracy, and formed the basis of quasi-unions referred to as syndicates by their members in order to better avoid raising attention from Hephaestus. The new leader of Himeo would be called the First Speaker, and was initially elected in late 2255 following the compromises.&lt;br /&gt;
&lt;br /&gt;
Over the following years Himeo drew closer to its nearby neighbor of Xanu than it ever was to Hephaestus Industries, which was now viewed as having left the colony out to dry and die. Quotas continue to come in and not be met, while salaries continue to drop and the quotas, bizarrely, start to get larger - though the colonists did not realize it, Hephaestus was attempting to make money despite an economic collapse rapidly approaching. When the Second Great Depression hit in 2260 Hephaestus Industries sold off the colony, its ships, and its resources to the Sol Alliance. Himeo’s bizarre government was kept in place as the Alliance was unable to install a governor, but increased taxes on the system to compensate for the Second Great Depression were instituted in the system in 2272. For Himeo, this was the last straw.&lt;br /&gt;
===The United Syndicates of Himeo===&lt;br /&gt;
In 2275, the planet voted to leave the Alliance of Sovereign Solarian Nations along with Xanu and several other systems and officially changed its name to the United Syndicates of Himeo, with the proto-unions of the past decades having risen in power to dominate the planet’s already left-leaning government. By 2278, the planet would be embroiled in the Interstellar War and quickly become a major industrial center for the nascent Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
Since 2278 Himeo has remained a steadfast member of the Coalition of Colonies, despite often clashing ideologically with the Xanu Free League over the economic direction of the Coalition of Colonies. Himeo maintains a leash so tight on megacorporations in its space that they opt to not operate in its space, with Hephaestus being outright banned from operations in Himeo’s space since 2276. The contemporary Himeo is a major source of the Coalition’s industry, and generally provides the heavy industry and resources needed to ensure that other planets prosper.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
The surface environment of Himeo is extremely harsh and uninhabitable. While it features an easily breathable atmosphere, distances from its star means that Himeo is generally freezing: surface temperatures are, on average, roughly −58.2 °C (−72.8 °F) before factoring in wind chill. The local climate is further characterized by its extreme windstorms, usually featuring snow, that whip down from its mountains and bracket the tundra of Himeo. The planet has an orbital period of fifteen months and two seasons due to its unusual orbital pattern: winter and deep winter. Deep winter refers to the period during which Himeo is further from its star, while winter refers to when it is nearest to its star. Deep winter lasts ten months, while winter lasts five months. The pressure and gravity on Himeo are similar to Earth, due to their comparable sizes. Days on Himeo are 30 hours long, and years are 15 Terran months.&lt;br /&gt;
            &lt;br /&gt;
==Government==&lt;br /&gt;
Himeo is a direct democracy in which the planetary leader, termed the First Speaker, is elected by pure majority vote for a maximum of two five year terms (barring emergencies such as war) and answers directly to Himeo’s citizenry. The First Speaker is assisted by the Council of Representatives – officials elected at a rate of one per city, orbital facility, officially registered ship, or other facility with a population of over 10,000 citizens. The existence of representation for ships is a result of a compromise made between the crews of the Hephaestus warships and the colonists in 2255, in order to earn a voice for them in the planet’s government. These Representatives answer directly to the citizens of where they were elected. In order to pass legislation impacting all of Himeo, it must pass a majority vote by all citizens of the planet. Legislation only impacting a certain area only needs a majority vote from that area: i.e., if legislation would solely impact Ryti Station, only Ryti Station votes on it.&lt;br /&gt;
&lt;br /&gt;
The cities, towns, and stations of Himeo directly elect their majors and representative, with the ships of Himeo electing a representative to the city they work the closest with. Foreign Representatives of Himeo are appointed at a rate of one per municipality over 100,000 citizens, and serve on the Council of Foreign Representatives. They follow the same manner of legislation passing that the planet does.&lt;br /&gt;
Himeo’s government has an extremely bad relationship with Hephaestus Industries, which it views as having oppressed the planet for its own profits, but holds a neutral status on other megacorporations. The government, by majority vote, banned Hephaestus from operating in Himeo’s space shortly after it declared independence.&lt;br /&gt;
            &lt;br /&gt;
==Society==&lt;br /&gt;
The society of Himeo is, by requirement, one that is very tightly-knit. The roots of the planet&#039;s independence in popular revolt have seen a collective spirit grow into a successful direct democracy with a strong ideological foundation in federalism and decentralization. However the system remains largely irrelevant outside the Coalition of Colonies. Himeans grow up in close proximity to one another and depend on one another for support in the dim tunnels beneath Himeo, with Himeans often forming groups to better allow themselves to prosper on their quite harsh planet. One’s culture of origin – at least, amongst the original settlers and their descendants – is largely irrelevant in the face of adversity within a city, and the need to rely on one another for support. A common thread through Himean society is a hatred of Hephaestus Industries, due to their mistreatment of the planet during its era as a corporate colony. Despite this, megacorporations that can hire Himeans often do so - they excel at being part of a team, even if they hold some odd collective views.&lt;br /&gt;
Off-world humans are a common sight and typically originate from either the Scarab Fleet or Techno-Conglomerate, though minor fleets and unaffiliated offworlders are a common enough sight. Aliens are relative newcomers to the planet compared to their human counterparts, and have adapted to varying degrees. Tajara have found success on the frigid planet due to their tolerance of the cold, though many remain in their own districts. However, these districts can be found throughout major cities in Himeo. Skrell are generally a rare sight on Himeo, but some can be found in Highland City or Kiruna.&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The traditional cuisine of Himeo is very sparse. The diet of a Himean was primarily composed of mushrooms until trade was opened with Xanu and the Scarab Fleet, causing the amount of available food to increase dramatically through new hydroponics techniques. The underground and orbital hydroponics farms of Himeo are able to produce a variety of common Terran foods, though meat remains a relative rarity due to the resources it consumes during production. The diet of citizens of Himeo is, however, less plant-based than an Eridanian’s diet – mining, after all, requires a lot of calories.&lt;br /&gt;
===Education===&lt;br /&gt;
Education on Himeo is provided at a municipal level, and is generally regarded as high-quality for the frontier. However it lags behind the Solarian Alliance&#039;s Jewel Worlds and Middle Ring, and those Himeans that wish to learn specialized sciences such as xenobiology often travel off the planet to Xanu or further afield. Despite this Himeo is famous for its ability to produce talented engineers, and atmospheric technicians. But due to a lack of corporate presence in the system, most of these individuals remain on Himeo and are rarely immediately hired by off-planet entities.&lt;br /&gt;
==Architecture and Construction==&lt;br /&gt;
The architecture of Himeo is very distinctive and is essentially unique to Himeo: the major settlements of Himeo are all built underground due to the environment of Himeo itself. While the initial cities were dug out of mine tunnels and intended to last mere decades, rather than centuries, the tunnel systems have been expanded and revamped over the centuries to resemble kinds of subterranean metropolises built on top of one another, with some of the larger cities stretching as far vertically as they do horizontally. While some of these tunnels can be massive, a typical residential tunnel in an underground city tends to have a clearance of around twenty feet in order to allow for rail traffic. Light is a constant issue in these tunnels, and many areas feature slightly dim lighting conditions. As such, many Himeans suffer from light sensitivity.&lt;br /&gt;
&lt;br /&gt;
Cities on Himeo, due to being entirely underground, universally feature extremely well-maintained, advanced, and robust atmospheric systems that are maintained around the clock by the individual city’s Civil Atmospherics Service (CAS). Fuel-burning generators or machines are extremely rare in Himeo: the most common method of transit underground is via an extensive underground rail system that connects all major cities. All cities on Himeo are connected by this exceedingly complicated and very well-developed rail network, in which tunnels can stretch for thousands of kilometers as they snake around the planet. A job in the railway service is seen as very prestigious on Himeo, and its staff are known for their high quality. Electric power is often provided by burning the local ore deposits in factories, which vent their waste gasses to the surface via vents – some of which can stretch for hundreds of meters as they lead their way to the surface.&lt;br /&gt;
&lt;br /&gt;
What buildings that are on the surface of Himeo must, by demand, be extremely sturdy or built into a natural wind barrier. Surface buildings are typically rounded to avoid wind damage, and feature very few windows. These shuttle ports of Himeo are generally built upon its plains, and are mostly underground. A wind shield typically surrounds a heavy-duty “wind gate” in the middle of the shields, which opens or closes to let vessels in. Travel on the surface of Himeo is generally done in extremely durable tracked vehicles fitted with enormous plows to fight through snow drifts that keep themselves low to the ground to avoid tipping over in the wind. Air travel aside from interstellar traffic is generally advised against, due to the severe weather of Himeo.&lt;br /&gt;
A group of relics that remains in use on Himeo to this day are the massive Hephaestus Industries tunneling and mining machines that the original colonists embarked with. These machines were built to last, and are still in use to varying extents to this very day – with, of course, a great deal of modifications to keep them operational and effective. They typically fall under the authority of individual cities, though some factories operate them, and have storied histories. The machines are typically named and given some form of identifier on their chassis, in order to better distinguish them.&lt;br /&gt;
            &lt;br /&gt;
==Population and Major Cities==&lt;br /&gt;
The population of Himeo stands at roughly 1.5 billion citizens on the planet and 200 million in various orbital facilities as of the 2460 census, with the majority of its citizens residing in or around Himeo’s various urban centers. Most residents of Himeo are humans, either baseline or off-worlders, with some light populations of other species. Tajara are one of the most commonly seen alien species on Himeo, and are held in high regard on the planet: Zhan-Khazan and M’sai have found success on the planet as workers and surface scouts, respectively. Unathi and diona, due to the frigid temperatures and often dark conditions, are rarely seen. Skrell, as with most locations outside of the Federation, are rare. Vaurca are nearly unheard of. As with most areas in human space IPCs are an aspect of life in the system, with the proximity of the Techno-Conglomerate leading to a higher number of free IPCs in Himeo and its affiliated systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magnitogorsk:&#039;&#039;&#039; The largest of all planetary cities, Magnitogorsk is home to almost everything one could hope for. The city features a booming ore processing industry famous for its high-quality products, and is home to the planet’s largest theater district. Magnitogorsk is where the headquarters of the Civil Rail Agency is located, and features a massive underground rail depot built into a natural cave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Highland City:&#039;&#039;&#039; The largest interstellar port, Highland City has comparatively moderate weather by the standards of Himeo. A nearby mountain range shields the city from much of the planet’s hostile weather, and provides exceptional mineral wealth. Highland City’s location on these comparatively temperate plains means that it features more shuttle ports than any other city on Himeo, and features a port capable of receiving frigate-sized vessels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cannington:&#039;&#039;&#039; A major industrial center, Cannington features expansive mines in and around itself that produce a significant amount of the mineral wealth the planet is known for. Streets in Cannington are generally a bit less well-organized than other cities as the city tends to rely more on pre-existing mineshafts for municipal development, rather than digging new tunnels. As a result, many districts in Cannington have been described as “somewhat confusing,” to navigate by foreigners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiruna:&#039;&#039;&#039; The center of government and academic life, Kiruna is renowned for its academies and longstanding tradition of civil service. Most government agencies have their headquarters within the city, particularly along the Street of Himeo’s People – a major tunnel full of government structures along its length that features a rare sight on Himeo: Terran flora.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ryti Station:&#039;&#039;&#039; An old, outdated, and entirely functional spaceborne processing facility that now serves as the main hub of trade in Himeo, and the dockyard of its fleet. It has a population of roughly 200,000 with a mix between off-world humans, baseline humans, and some rare aliens. The station itself has been slowly expanded over the centuries, and now finds itself the home of Himeo’s admiralty.&lt;br /&gt;
&lt;br /&gt;
==Clothing==&lt;br /&gt;
Clothing on Himeo is, by demand, practical and extremely rugged – designed to endure a harsh environment and last for a long time. Much of it features multiple layers, and very little skin is left exposed. Due to the lack of real animals on the planet synthetic furs are common, with Himeo’s furs being commonly referred to as “fish fur” on the galactic marketplace. Himeo’s clothing is prized for its ability to keep in warmth and its low-maintenance designs. Coloring and dyes are generally quite muted due to scarcity, though reflective materials are common for practical and aesthetic purposes. Many Himeans make patterns on their clothes using reflective material, causing their clothes to vibrantly light up in the low-light environments of Himeo’s cities. The recent introduction of alien species such as the tajara has seen new styles of “fur” coats emerge in the traditional Adhomaian style with Himeo touches – tajaran peacoats with reflective PRA flags are common amongst certain immigrants.&lt;br /&gt;
                        &lt;br /&gt;
==Military==&lt;br /&gt;
As a member of the Frontier Alliance, Himeo fields its own navy and military forces. The fleet is headquartered on Ryti Station, and its current flagship is the HDV Norilsk, a Hephaestus Industries-produced cruiser that accompanied the original colonists that has been slowly retrofitted and improved over the years. While Himeo&#039;s fleet has a strong core of retrofitted military or corporate-grade warships, most of its ships are civilian cargo vessels retrofitted to be “Himeo corvettes” – cargo ships with enough armor, guns, and engine strength to serve as improvised warships. These Himeo corvettes have recently been employed against Dominian privateers near Zaurghis to great success. Himeo&#039;s ships often feature a black cat painted onto their sides, a tribute to the mining strikes that originally gained the planet its independence.&lt;br /&gt;
&lt;br /&gt;
The ground army of Himeo is referred to as the Planetary Guard, and is based on a municipality-by-municipality basis with each one sworn to defend one another in the event they were attacked. Much of the Guard&#039;s equipment has its roots in mining equipment, though the planet has a small-scale arms industry. The arrival of tajara on the planet has seen many joining the Planetary Guard and serving in its new surface units – volunteer structures that patrol along the surface of the planet and rescue the crews of downed spacecraft. Due to the extremely harsh nature of the surface, animals imported from Adhomai are highly valued by the troopers of the surface units, and tajara are often seen caring for them.&lt;br /&gt;
&lt;br /&gt;
==Character Examples==            &lt;br /&gt;
&#039;&#039;&#039;Characters from Himeo are Likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have light sensitivity.&lt;br /&gt;
* Have worked in mining, or a related industry.&lt;br /&gt;
* Be loyal to their coworkers.&lt;br /&gt;
* Have a distrust of Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
Here is an example character from Himeo:&lt;br /&gt;
&lt;br /&gt;
* Lahja Soininen, 42, is a surgeon currently employed by Zeng-Hu Pharmaceuticals and contracted to the NSS Aurora. She is a very cooperative person, though she holds some secret reservations about the amount of control NanoTrasen holds over Tau Ceti.&lt;br /&gt;
* Lahja is 6&#039; flat with a thin build, shoulder-length black hair, and extremely pale skin.&lt;br /&gt;
* Lahja was a surgeon in Kiruna before departing the planet in 2454 due to a desire to spend her life in the sun, rather than underground. * She lives in a Zeng-Hu financed apartment in Mendell City&#039;s third district with her wife and adopted daughter.&lt;br /&gt;
* Lahja enjoys working alongside IPCs and skrell, but has a sharp dislike of unathi due to their reputations as pirates and slavers.&lt;br /&gt;
* Lahja speaks with a strong Himeo Common accent, but is otherwise fluent in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
Here is another example character from Himeo:&lt;br /&gt;
&lt;br /&gt;
* Albert Burnett, 38, is an atmospheric technician currently working aboard the NSS Aurora. He is an easygoing and jovial man, though he was recently fined for getting into a verbal spat with a Hephaestus Industries representative over the common channel.&lt;br /&gt;
*Albert stands at slightly over six feet tall, with a quite muscular build. His black hair is short, and his blue eyes clearly struggle with bright lights.&lt;br /&gt;
* Albert recently moved from Himeo to Tau Ceti in order to earn more money, despite his friend warning that Tau Ceti would be worse to work in than Himeo. He lives alone on the Odin in a fairly small apartment, and is saving to move to Mendell.&lt;br /&gt;
* Albert enjoys working alongside tajara, particularly Zhan-Khazan, due to viewing them as hard workers. He has a hatred of unathi, who he views as pirates and slavers.&lt;br /&gt;
* Albert speaks with a very pronounced Himeo Common accent, but is otherwise fluent in Tau Ceti Basic. He speaks and writes passable Freespeak.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Himeoflag.png&amp;diff=14395</id>
		<title>File:Himeoflag.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Himeoflag.png&amp;diff=14395"/>
		<updated>2020-03-31T19:35:35Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: &lt;/p&gt;
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&lt;div&gt;The flag of United Syndicates of Himeo(made by Aboshehab).&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Himeoflag.png&amp;diff=14394</id>
		<title>File:Himeoflag.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Himeoflag.png&amp;diff=14394"/>
		<updated>2020-03-31T19:35:11Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: The flag of United Syndicates of Himeo.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The flag of United Syndicates of Himeo.&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=14393</id>
		<title>Republic of Biesel</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Republic_of_Biesel&amp;diff=14393"/>
		<updated>2020-03-31T13:23:54Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
In the core worlds of Humanity’s power and built upon the center of the largest phoron deposits in the known galaxy, the Republic of Biesel is an independent state wholly surrounded by [[Sol Alliance]] space. The very young Republic as it is known today came to be in 2452, and since its populace has flourished as NanoTrasen has tightened a vice grip over its government structure. Present at every level of government and carrying its economy into a new age, [[Nanotrasen Corporation]] is unofficially the most influential force in the system in which the Republic resides, [[Tau Ceti]]. The extent of the official power of the Republic of Biesel extends to the gravity well of the Tau Ceti star and some of its immediate surroundings.&lt;br /&gt;
It is one of the most populated systems in Human space, and easily the richest in the galaxy thanks to NanoTrasen. &lt;br /&gt;
[[Image:Republicofbieselflag.png|thumb|400px|Flag of the Republic of Biesel.]]&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
The Republic of Biesel is the foundation of the galactic economy, with NanoTrasen controlling the trickle of phoron that it exports to virtually all Human - and often other species’ - settlements. For this reason, it has long since been considered the “galactic center,” overtaking the Jewel Worlds in the early 2400’s. This, alongside its progressive legislation has made it a prime destination for immigration from all walks of life. &lt;br /&gt;
&lt;br /&gt;
As the Republic of Biesel holds sovereignty over the Tau Ceti system, planets under its control include New Gibson, Luthien, Caprice, Reade and its namesake, Biesel. The majority of the Republic’s phoron supply comes from the Romanovich Cloud, a very distant cluster of icy and metallic bodies that encompass the system. NanoTrasen has established control of virtually every source of phoron found here.&lt;br /&gt;
&lt;br /&gt;
Tau Ceti’s population has for the better part of the century stood against Alliance control, but it took until 2452 for progress in this to be made in the form of their declaration of independence. Since then, it has butted heads with Sol, having even been the victim of a full militarized invasion by the rogue Admiral Frost in 2458.&lt;br /&gt;
&lt;br /&gt;
==General==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Title(s):&#039;&#039;&#039; &amp;quot;The Federal Republic of Biesel and the Tau Ceti System&amp;quot; (SC)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Mendell City, Biesel&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Bieselitte, Cetian, Gibsonian&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Language(s):&#039;&#039;&#039; Sol Common, Tau Ceti Basic, 24 additional Recognized Languages.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Population&#039;&#039;&#039;: 2460 Est.: 11,632,576,000&lt;br /&gt;
&lt;br /&gt;
===Economics===&lt;br /&gt;
&lt;br /&gt;
Biesel maintains the &#039;&#039;&#039;Credit&#039;&#039;&#039; as its official currency. &lt;br /&gt;
&lt;br /&gt;
NanoTrasen is an &#039;&#039;&#039;unquestionable monopoly&#039;&#039;&#039; within Tau Ceti. The Free Trade Zone established shortly after independence in 2452 served to only reinforce their foothold. Almost the entirety of business in the system are either owned directly or a branch of Nanotrasen. Business that does not affiliate with the megacorporations &#039;&#039;&#039;can not be founded legally,&#039;&#039;&#039; and thus all independent businesses found in the Republic are either external to Tau Ceti or have existed for longer than NanoTrasen, and simply have not offered enough to warrant being bought out. &lt;br /&gt;
&lt;br /&gt;
Megacorporate presence outside of NanoTrasen exists in Tau Ceti, such as Hephaestus super-stations and some properties in orbit - but most date back to well over sixty years ago, before the monopoly was formed.&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
&lt;br /&gt;
Being one of the early colonized systems, Tau Ceti remains diverse. People from all walks of life exist in the Republic, and the meshing of cultures extends to even the growing minority of alien species that find their home in the small Republic. There are tensions between the natives and the influx of alien immigrants, and the integration of IPC&#039;s into society remains an extremely hot topic.&lt;br /&gt;
Languages&lt;br /&gt;
&lt;br /&gt;
Tau Ceti Basic is the dominant language in the Republic of Biesel, spoken by nearly all its inhabitants except some small groups of immigrants. Due to the diverse nature of the Republic, every language across populated space can be found here. Sol Common is viewed with some hostility by natives of the Republic, especially after the Frost Invasion, and is mostly spoken in pro-Sol areas of the Republic. Tradeband and Freespeak are commonly spoken amongst the resident and immigrant populations, with many coming from across the human frontier to pursue a better life in Tau Ceti.&lt;br /&gt;
&lt;br /&gt;
===Culture===&lt;br /&gt;
&lt;br /&gt;
As endlessly varied as its populace, the culture of the Republic is impossible to define. However, definitive enclaves have coalesced over time, not to mention the divide between the unique districts of its capital, Mendell City. Among these are the Tajaran-dominated Little Adhomai, or District 14 - for synthetics, IPCs, or even District 9 - for Vaurca respectively. &lt;br /&gt;
&lt;br /&gt;
====Life in Tau Ceti====&lt;br /&gt;
&lt;br /&gt;
The standard of living in Tau Ceti is rather high due to the prospering nature of the system. Most of the lower class consists of immigrants and new settlers, though wealth tends to be easy to build especially when cooperating with NanoTrasen. The “Republic Ideal,” as it is stated in NT-sanctioned media, leans on one person being able to sustain a family’s worth of others with hard work.&lt;br /&gt;
&lt;br /&gt;
Life as it stands in Tau Ceti can be considered a mixed basket. As virtually every form of media and entertainment is covered - and arguably controlled by NanoTrasen, “official” and outstanding means of entertainment are often dreary and corporate in concept. People, especially the lower class, make do with their own attempts to curtail the dull blanket over the social world. This, in day-to-day life, includes closed extracorporate relays, exercises of public freedom or otherwise. An obvious side-effect of this is strengthened traditions and isolation of oneself to protect that which they feel passionate for.&lt;br /&gt;
&lt;br /&gt;
It can be said with certainty due to all this that close bonds - namely family and the sense of community, are strengthened heavily in the system. Local festivities such as annual holidays are adored and can vary completely based off of the location they are in. Whether intentional or not, NanoTrasen’s presence in the system has ended up uniting the Republic into a singular tightly-knit body.&lt;br /&gt;
In the middle and upper class, things get more chaotic. People here can bring themselves to afford the “standard of living” that is expected of all the Republic’s citizens, and either use this to consume NanoTrasen’s corporate media or dive into their own divided and rich cultures.&lt;br /&gt;
&lt;br /&gt;
A good example of the divides between NanoTrasen media and Republic tradition is the annual system-wide and crowd-funded &#039;&#039;&#039;Xavier’s Gala&#039;&#039;&#039; on May 5th, ironically named after Xavier Trasen. This is a holiday where megacorporate presence is totally rejected - no businesses can be found partaking in any practice here, outside of the unofficial organization which assembles it. In this, people tend to gather in carnival-like fairs that celebrate the independence of the system and the freedoms granted to them by the events of the last sixty years. &lt;br /&gt;
&lt;br /&gt;
Immigrants find difficulty integrating into Tau Ceti’s varied cultures, to such an extent that they are often warned against entering alone without family or friends. Basic necessities are easy to get, as the nature of the Republic promotes all manner of immigration from anywhere, but finding your own place amidst the confusion can be an overwhelming task to most. Social standing is hard to come by as a newcomer, forcing immigrants to lean into NanoTrasen to develop any sort of positive track record in the system.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
&lt;br /&gt;
Biesel remains a Federal Democracy as enshrined in the Tau Ceti Constitution. It has an elected president, a congress, and a supreme court. &lt;br /&gt;
In the executive branch, President Joseph Dorn was sworn into office for his first term as president in 2454. He faced reelection in 2458 and won in a landslide, yet contested victory.&lt;br /&gt;
&lt;br /&gt;
==Military==&lt;br /&gt;
[[Image:Tcflposter.png|thumb|400px|A recruitment poster for the Tau Ceti Foreign Legion.]]&lt;br /&gt;
Being surrounded entirely by the juggernaut of the Sol Alliance and situated near the core systems of humanity, Tau Ceti is isolated from the major dangers and players on the galactic stage save for an increasingly hostile Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
With the most common threats being incursions by raiders and pirates, Tau Ceti maintains a small military dedicated to self-defense. NanoTrasen and its dedicated private military companies take up the bulk of actual security duties. A complex and intricate series of security and engineering contracts has corralled the young Republic to be obligated to get weapons and equipment exclusively through the mega-corporation, such as weapons and tactical armor. Despite patronizing attitudes from NanoTrasen towards the Tau Ceti&#039;s military, the mega-corporations extensive involvement allows the young republic to only dedicate .98% of its budget towards the military.&lt;br /&gt;
&lt;br /&gt;
===[[Tau Ceti Foreign Legion]]===&lt;br /&gt;
&lt;br /&gt;
The Tau Ceti Foreign Legion is the primary military of the Republic of Biesel. This is an extension of the government which consists primarily of temporarily assigned, contracted or most importantly volunteer citizens. As well, non-citizens seeking citizenship in Tau Ceti can acquire it through varying degrees of service to the Legion, which changes depending on rank, age, government records, etcetera.&lt;br /&gt;
&lt;br /&gt;
Legion operations extend as far as the orbit of Reade, and generally drop off from there. The organization is led by the Foreign Legion Stellar Command, who operate from bases in the core of the system and very near to the NTCC Odin. &lt;br /&gt;
&lt;br /&gt;
The Foreign Legion Fleet operates 332 official government vessels, several thousand shuttlecraft and consists entirely of donations from the Trasen Family.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Being one of the closest systems to Earth, Tau Ceti was one of the first explored by early interstellar travelers. When Biesel was discovered to possess an Earth-like atmosphere, complete with full-fledged biospheres, the system was flooded with settlers. As Biesel flourished and towns grew into cities, explorers began to survey the nearby planet of New Gibson, and found it metal-rich. Corporations and individuals alike established mining colonies which have grown over the centuries into massive domed cities and industrial parks, mining raw materials and turning them into all manner of goods, then shipping them off to Biesel or outside the system. Biesel, with it&#039;s Earth-like atmosphere, became the financial and agricultural heart of the system while New Gibson was the industrial powerhouse. Around 100 years after it&#039;s first settlers made planet-fall, the Republic of Biesel was formally established as one of the first semi-autonomous states within the Sol Alliance.&lt;br /&gt;
&lt;br /&gt;
Following the discovery of phoron in the sparsely explored Romanovich Cloud at the edge of the system, NanoTrasen began to move it&#039;s corporate assets and bureaucracy onto Biesel. As NanoTrasen became fabulously wealthy, the money trickled down to the Tau Ceti System&#039;s upper class. However, the economic catastrophe of the Second Great Depression threatened to wipe out the entire economy of the Sol Alliance. With the Sol Alliance teetering on absolute bankruptcy and consequential tax hikes for systems, the unemployment rate in Tau Ceti exploded to 20% by 2450. Within the next two years, Nanotrasen became one of the only still functioning corporations within Tau Ceti, making it extremely popular with both politicians and the population at large, as it offered jobs and services unavailable anywhere else.&lt;br /&gt;
&lt;br /&gt;
Politicians pushed for closer ties with the mega-corporation, and eased anti-monopoly laws for NanoTrasen. In 2452, The Republic of Biesel and NanoTrasen formed the &amp;quot;Tau Ceti Free Trade Zone&amp;quot;, which gave NanoTrasen control of vast swathes of the Romanovich Cloud and at the same time presented an ultimate to the Sol Alliance government to give Tau Ceti independence or face a total loss of Nanotrasen investment. The announcement was met with both praise and outrage: Some welcomed the money that would flow into the system with NanoTrasen able to more effectively mine and distribute phoron, while others claimed that NanoTrasen had &#039;bought&#039; the government of Biesel and that an Orwellian future was just around the corner. Desperate and unable to enforce their refusal without a total collapse of their economy, the Sol Alliance caved and allowed Tau Ceti to become independent in 2452.&lt;br /&gt;
&lt;br /&gt;
A side effect of NanoTrasen&#039;s increased operations in the sector are that employees from outside the system are often &#039;bussed&#039; in through the system&#039;s Warp Gate. Many have chosen to settle in the system and are provided corporate housing in numerous &#039;Corporate Enclaves&#039; that have sprung up across New Gibson and Biesel. The system&#039;s population is estimated to be one of the most diverse in Human Space.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== The Frost Invasion: 2458 - 2459 ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In &#039;&#039;&#039;October of 2458&#039;&#039;&#039; the Sol Alliance had ended anti-piracy patrols around Tau Ceti by its 33rd Fleet as part of a diplomatic campaign to put pressure on the small system over various long-standing disputes. This caused a massive spike in piracy and raider attacks against Tau Ceti, which Biesel&#039;s small, part-time military had no ability to deal with effectively. Biesel maintained contracts with NanoTrasen&#039;s [[Emergency Response Team]] but the mega-corporation was cool to the idea of increasing investment without re-negotiating the terms of the contracts. The result of negotiations with NanoTrasen ended with an [https://forums.aurorastation.org/viewtopic.php?p=71272#p71272| announcement on the 20th of October] where Biesel would sponsor NanoTrasen to build thousands of combat drones that can operate near-autonomously in the vacuum of space. This was a disaster for the Alliance, who&#039;s plan to pressure Tau Ceti to reduce its proliferation of synthetic life had just backfired spectacularly.&lt;br /&gt;
&lt;br /&gt;
This development also angered and worried many Skrell both within Tau Ceti and as far as the [[Skrell | Jargon Federation]]. [https://forums.aurorastation.org/viewtopic.php?p=71543#p71543 The Federation persuaded the Sol Alliance to enact an &#039;economic embargo&#039; against the Tau Ceti system, to be enforced by the 33rd fleet] commanded by Admiral Frost. Prices for basic goods skyrocketed across Tau Ceti as imports hit a bottleneck after the bluespace gate leading to the system was shut down. Tensions between Synthetics and Organics as well as general xenophobia grew across Tau Ceti. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=72875#p72875 On &#039;&#039;&#039;December 1st&#039;&#039;&#039;] crisis talks between the Sol Alliance, Jargon Federation, and the Republic of Biesel that had been attempted to resolve the crisis had come to an end. The Alliance&#039;s demands had grown from not Biesel cancelling its combat drone program, but also creating strict regulations and controls on its synthetic population, and finally that Biesel would allow Alliance and Jargon authorities to assume leadership in federal and state law enforcement agencies. Biesel agreed to all but the last demand, saying it would be surrendering its autonomy. The crisis also revealed a divide between the Federation and the Alliance: The Federation was trying to focus specifically on Tau Ceti&#039;s synthetic proliferation, but had been caught up in the Alliances&#039; attempt to re-assert itself over its former break-away province. At the end of these talks both sides walked out and negotiations broke down, and with it the hopes of resolving the crisis peacefully.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;December 26th 2458&#039;&#039;&#039; [https://forums.aurorastation.org/viewtopic.php?p=73541#p73541| Biesel announced it had formed an economic partnership] with the [[Republic of Elyra]] and NanoTrasen called the Association for Market Stability. This economic alliance created a union between the only two galactic nations with control over large phoron deposits. Overnight the entire balance of power shifted as Biesel now had a serious bargaining chip to use against the Alliance: potentially slashing phoron exports and tanking the Alliance economy. This further sunk relations between Tau Ceti and the Alliance, and many within the Alliance began to consider Biesel a serious risk to its security.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;February 26th, 2459&#039;&#039;&#039;, with no end of the embargo in sight, [https://forums.aurorastation.org/viewtopic.php?p=74869#p74869 Biesel expelled the Alliance&#039;s diplomats in its system and ordered the closure of the Alliances&#039; embassy]. It accused the Alliance diplomats of intimidation and abuse towards Biesel authorities. Diplomatic ties between the two nations were now completely severed. The first warning signs from Admiral Frost surfaced here, with the admiral warning Biesel that there would be retaliation.&lt;br /&gt;
&lt;br /&gt;
On &#039;&#039;&#039;February 27th 2459&#039;&#039;&#039;, [https://forums.aurorastation.org/viewtopic.php?p=75258#p75258| Biesel&#039;s Congress voted to trigger a constitutional convention that would allow them to re-write the Constitution of the republic]. The purpose of the convention was clear: pro-synthetic factions had finally gathered enough influence, and full emancipation of synthetics was soon to be a reality. The proposed amendments would also see a streamlined legal framework in regards to synthetic ownership, employment of synthetics, and the legality of their treatment.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=75365#p75365| Only three days after the announcement of the convention], Admiral Frost suddenly invaded Tau Ceti with the 33rd fleet. He was acting autonomously and without orders from the civilian government. His fleet&#039;s overwhelming firepower and rapid speed overwhelmed Tau Ceti&#039;s tiny defense network. Within 5 hours the Republic of Biesel capitulated to Admiral Frost, who had seized an entire star system in a near-bloodless invasion. President Dorn, who had been captured by a 33rd commando raid, broadcasted a televised speech announcing his unconditional surrender. Frost seized control of Biesel as its dictator, and began his campaign of terror, who&#039;s goals can be best described by the man himself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;This colony of the Alliance has been proliferating synthetics as potential weapons of mass destruction. There have already been numerous incidents where synthetic infiltrators have murdered people in cold blood to progress their agenda. Synthetic proliferation is an existential threat to all mankind. Like a weed, synthetics take root among us and spread until they are able to strangle us all. They can look like us, they feel no pain, and are incapable of understanding mercy. To allow the Tau Ceti government to build an army of combat synthetics, despite the abhorrent lessons of history, is unthinkable. The 33rd, along with assistance from federal, state, and NanoTrasen authorities, will be working over the next month to completely cripple the power of synthetics in this system. They will be dismantled. They will be re-purposed. They will be returned to their status as tools and stripped of all notions of independence or emancipation. Synthetics are tools, and made to serve mankind. But they are dangerous to leave unchecked. This colony&#039;s administration was incapable of handling or even understanding the Pandora&#039;s box they were opening. Hail Sol, and God bless the Alliance.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the occupation Frost used his totalitarian authority with vigor. Many free IPCs were sold into slavery or scrapped, robotics labs were shut down and demolished, and 33rd Officers even took over Captainship of NanoTrasen stations in Tau Ceti like the NSS Aurora. Many in Tau Ceti resisted the occupation, with protests gripping the streets of every major city. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/viewtopic.php?p=75614#p75614 Eventually, the Sol Alliance 25th fleet arrived to Tau Ceti and fought the 33rd in a surprise attack], chasing it from the system. Admiral Frost and a small retinue of loyalists were chased to the NSS Aurora where he managed to evade capture from its security force and 25th Marines on his tail, and he escaped to the frontier.&lt;br /&gt;
&lt;br /&gt;
The 25th Fleet left Tau Ceti after chasing off the 33rd, and a humiliated Alliance, who&#039;s rogue Admiralty was now public knowledge, ended the embargo.&lt;br /&gt;
&lt;br /&gt;
The invasion and occupation by Admiral Frost forever altered politics and lifestyles in Tau Ceti. Before the invasion, patriotism was uncommon and viewed as strange. But the invasion created a strong sense of nationalism and patriotism within its diverse population. President Dorn returned to his office of the presidency amid soaring approval ratings, and declared that a new era had begun for the small Republic. Snap elections flooded Congress with New Republicans, a radical Universalist party that Dorn himself defected to at the expense of his former, moderate Republican Party. &lt;br /&gt;
&lt;br /&gt;
Despite being plagued by corruption scandals and growing tension domestically and abroad, President Dorn continued to ride on his popularity as a war time President to push through key New Republican reforms that see synthetics and non-humans in Tau Ceti granted greater freedoms and rights, while at the same time loosening already timid regulations on NanoTrasen. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===[[SLF Incursion Arc|SLF Incursion: 2461]]===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Synthetic Liberation Front, after several years of inactivity, appeared once more in the Republic in 2461. In a do-or-die final throw for life, they attempted to set up a safe route for disadvantaged synthetics to enter the Republic through on the NSS Aurora. This resulted in a miserable failure on all sides, with the SLF brought to its end and various anti-synthetic groups failing to apprehend the main perpetrators of the incursion. &lt;br /&gt;
&lt;br /&gt;
The events of the SLF Incursion Arc can be found in detail [[SLF Incursion Arc|here.]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=14354</id>
		<title>Scarabs</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Scarabs&amp;diff=14354"/>
		<updated>2020-03-21T12:04:54Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Scarab_logo.png|The unique emblem of the Scarabs, owing its insectoid design to their reliance of such in history. |thumb]]&lt;br /&gt;
&lt;br /&gt;
The largest representation of [[Offworlder Humans|offworlders]], the Scarabs perfectly embody the nomadic characterization most of the zero-G-bound Humans have founded over the years. They are a clever bunch, numbering in the millions yet supporting themselves by utilizing advanced compact hydroponics and insect farming to survive and compete in the modern world. &lt;br /&gt;
&lt;br /&gt;
Originating from African Confederation colonists in the early 2200’s, their remarkable history demonstrates the true flexibility and resolve of Humanity. These pioneers, in their early years, banded together with those of other nations launching numerous vessels at similar times for the collective goal of colonizing the depths of space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Although they’re united, Scarabs still stick to naming their children after the colony ship they inhabit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
Scarabs adopt many of the often seen traits of other Offworlders, with a deep conversationalist attitude ingrained in all Scarabs out of necessity. The Scarabs have known centuries of scarcity, and it affects their culture and mindset very heavily. Greed, laziness and wastefulness are considered the most condemnable misdeeds and most vile insults, whereas selflessness, resourcefulness and hard work are the most praisable virtues. &lt;br /&gt;
&lt;br /&gt;
====Tujmansaal====&lt;br /&gt;
Tujmansaal is a very common spiritual concept that most Scarabs can deeply connect with. Roughly translated as “blissful times”, it represents a state in which a person can easily satisfy any of their own needs. Such a state is a very common life goal for most - simply living the rest of one’s life fed, safe and comfortable. Although one could see this as egotistical, needs of a Scarab often include being among friends and family, and seeing them happy - meaning that tujmansaal is not achievable unless all of your loved ones achieve it together with you.&lt;br /&gt;
&lt;br /&gt;
====Aiseheer====&lt;br /&gt;
Aiseheer is a relationship concept used often among Scarabs, roughly translated to “brothers in need”, and meaning people working towards a common goal despite all of their differences and disagreements. A single member involved in this kind of relationship is called an aiseh (plural aiseh). After the goal in question has been achieved, the aiseh may strengthen their bond and become close, or go separate ways once more. Skrell often find this similar to their concept of qu’pluux, but with the difference of aiseheer potentially involving many people, or entire groups.&lt;br /&gt;
&lt;br /&gt;
====Superstition and Conservation====&lt;br /&gt;
A very strong element of Scarab culture is superstition. Almost any Scarab is superstitious to at least some degree. Different omens, big and small, ominous and promising, vary from ship to ship, but are present everywhere. A few are universal. For example, the corpses of fellow crew must always be spaced - no space or resources should be wasted to preserve it, but neither may it be recycled or used in any form, as resorting to using fellow crew members’ dead bodies means that bad times have come, and it’s likely that it’s going to only get worse from there…&lt;br /&gt;
&lt;br /&gt;
Asking for more food than you were initially given at a meal, even when available, is a bad omen commonly associated with egoism and narcissism. Instead, uneaten food and leftovers must always be preserved and used as an ingredient in the next meal that is going to be made. On station, this would mean that food left after transfer should be stored safely in a refrigerator or a heater.&lt;br /&gt;
&lt;br /&gt;
Scarab engineering and maintenance crew members would often carry a spare wrench on themselves, which is a common good luck charm. However, having to give it away to someone else may spell disaster for both people in question.&lt;br /&gt;
&lt;br /&gt;
Meal times are strictly and sparingly scheduled for the entire ship, and are quiet times of appreciation for the work going into producing the food. Speaking up is strictly prohibited, and making eye contact is considered to be a bad omen - instead, this is a time to recall and reflect. Afterwards, a break is to be had, as a relatively recent custom. During this break time, ships may often dock to each other, exchanging news, resources, and oral tradition. &lt;br /&gt;
&lt;br /&gt;
====Fiction====&lt;br /&gt;
Fictional literature is almost non-existent due to consoles and paper being used extremely sparingly. Instead, verbal arts are almost exclusively oral, with stories, myths and legends being shared among departments or families after meal times, or passed by from ship to ship when docking. &lt;br /&gt;
&lt;br /&gt;
Most common are two genres. Shiwuniket is the older one - grim and dark stories that serve as some kind of warning or precaution. Themes of death, collapse and mysterious omens are all very common. Nitaniket, more recent and less popular, is comprised of stories of overcoming and triumph, where the main characters are savvy and clever individuals who are able to make the most of the limited resources they have, using them in creative ways to deal with danger or challenges thrown their way.&lt;br /&gt;
&lt;br /&gt;
====Shaitan====&lt;br /&gt;
A common character in Scarab folklore is Shaitan, the Adversary - a malevolent spirit which is said to be the personification of all evil. Although exact details differ from ship to ship, it commonly takes the form of a mysterious and elusive traveler with their eyes brightly shining, who then convinces someone to lead the entire ship to ruin. The exact details of how this is done may differ, but generally, the victim captures the light of the traveler’s eyes, becoming blinded with their own reflection and giving in to madness, now only obsessed with their own well-being, and eventually bringing the ship to a collapse. &lt;br /&gt;
&lt;br /&gt;
====Ceremonial weaponry====&lt;br /&gt;
Weapons and weapon-making are almost glorified in Scarab societies, often considered extremely prized possessions. An almost universal marriage rite is presenting a beautiful, ornate knife or dagger to the significant other, who will then return it with the handle going forward if the offer is accepted, and the blade going forward if it is denied. Some ships use a decorated gun instead of a knife, but the process is generally the same, going without much fanfare. When dealing with non-Scarabs, a Scarab would often ask to sit down at a table, and then lay their weapons on it. This ceremonial disarming is not only done to take caution, but also to look at how well-made the weaponry of the other person is. &lt;br /&gt;
&lt;br /&gt;
Scarabs value a good weapon and displays of power, but nothing is more wasteful than ending the life of a worker. Thus, many Scarabs enjoy bouts with fellow crew, but, taking extreme care to not hurt anyone (since it would prevent them from working for some time), don’t use their weapons in these fights, and take care not to hit the opponent too hard. As an alternative, intellectual games such as chess and checkers are often played to display intellectual prowess.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Scarab origins date back to the departure of what would become the Core Fleets in 2205, massive residential and combat Warp vessels built on the fastest drives of the time. Utilizing only the most cutting edge agricultural and scientific technology, the African Confederation started the Children of Earth’s Pioneering Fleet. This would be known as the CEF, promising millions a new home some three-hundred light years away in a newly purchased territory. Within, multiple barren planets which could see simple terraforming to accommodate the burden of life. The destination, known as Trappist to the public, would soon find itself plastered on commercial advertising globally spanning Earth. Quickly did Trappist become a grand figure to hopeful pioneers, and roughly 250,000 people set out in the CEF with some three million others in trailing fleets.&lt;br /&gt;
&lt;br /&gt;
Charmed by the promises of the great unknown, the CEF propped itself up as being a “new hope for a galactic Humanity,” then only paralleled by the likes of the Martian terraforming projects. While Zeng-Hu Pharmaceuticals pioneered the terraforming of the inner solar system, Einstein Engines promised a safe home far away with little of the difficulty seen changing Mars’ environment. The three million soon doubled, then quadrupled as, over the course of thirty-five years leading to 2240. The CEF took on newer, faster vessels as Warp technology advanced and more joined the Core Fleets. The overwhelming majority of these ships would be powered by the efforts of Einstein Engines, having been assured to be without fault. &lt;br /&gt;
&lt;br /&gt;
The struggle that would then come was apparent immediately, as in 2243, the vessels had in accordance with Einstein Engines’ energy-saving solution, unified their sensor data into one singular ship’s computer. In essence, the Fleet’s travel from then on rested on the shoulders of a singular ship, a capital vessel known as the Mansa. Around this vessel, the entire fleet no matter how fast or slow must have followed. This spelled disaster, as one simple malfunction had placed the fleet in uncontrolled Warp for months - beginning the Lost Years, a time of great strife for the Core Fleets. Now sent wildly off course and out of position, there was no feasible way to resume the original mission.&lt;br /&gt;
&lt;br /&gt;
In the Lost Years, all contact with the outside world - and any hope of return to Earth - was lost. Those responsible for the malfunction were killed, and the fleets dissolved into uncontrolled chaos for some nondescript period of time, for exactly how long, none can tell. From the chaos, a simple man being the great-grandson of a mere bookkeeper arose on board the Mansa. His name was Apollo Kagwa, and from a relative bastion of peace amidst the fleet, he studied greatly into literature and media of old. With a wealth of knowledge at his disposal and a vision for the fleet’s survival, he gathered like-minded individuals and overtook the command hierarchy of the Mansa in a bloody war for unification - one that would become known as the Holy War, the Jihad that secured the survival of the Scarabs.&lt;br /&gt;
During these times their religion shifted and changed, turning into what is now known as Stutuism. Preaching that scarcity is the greatest enemy, that peace and strength is achieved through unity and domination. Not only physical, but also mental and spiritual. It also established who should do what and that each man and woman has their life course set for them, even if they might not know it. They worship a single god and consider every living human an extension of said deity, saying that scarcity and evil exists only to make children into adults, and unwise into the wise. He preached of Earth and its many bounties, and the people listened, knowing well what they could gain from going back to their old human lifestyles. Eventually, after many phases, Kagwa had conquered the Core Fleets as a whole with legendary strength and boundless wit.&lt;br /&gt;
&lt;br /&gt;
The Tian Kehan (an honorary title, vaguely Khan of Heaven) named Iraiya, the fourth successor of Kagwa is the current “leader” of the unified Scarabs. Today from their throne on the new capital ship King’s Omen, they seek out to unify Humanity - at least those like her own - under a single banner no matter the costs. Among Scarabs, she is known as the Queen in Blue. Scarabs represent an alien form of Man left to itself for nearly two hundred years, different and distanced from all societal progression that influenced their hand otherwise. In 2438, Scarabs made their grand return to the Coalition territories, and through trade upgraded their entire home fleet with bluespace technology. Now, the fleet is a combination of the inefficient past and sleek present. Much of this was obtained through the Techno-Conglomerate, who they maintain excellent relations with.&lt;br /&gt;
&lt;br /&gt;
=The Fleet=&lt;br /&gt;
The Scarab’s home fleet consists of nearly 630 permanent resident vessels with more than 20,000 individuals on board each. A nondescript number of smaller vessels exist, many of which are not permanent residents and simply move with the fleet for safety or business. Here are a few examples of vessels seen in the group.&lt;br /&gt;
&lt;br /&gt;
===Mayfly===&lt;br /&gt;
[[File:Mayfly.png|thumb|300px|The Scarab vessel &amp;quot;Mayfly&amp;quot; exiting bluespace at high velocity, its hull shimmering as it enters real space.]]&lt;br /&gt;
A ship originated from the Falklands. Colonists from this ship stick to the colors of blue, white and red. They’re primarily caucasian, this ship is known for some of the best engineers and sailors.&lt;br /&gt;
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An oddity in design, the Mayfly was a failed prototype purchased by Einstein Engines a year after its construction in 2201. The vessel itself was meant to be a garbage swoop originally, mopping Earth’s orbit of its dangerous hyper-accelerated debris. Competitors from Einstein were one step ahead however, and upon purchasing the vessel, it was converted into a heavy-duty freighter. At 1105 meters in width, the vessel resembles a very long, sideways stick with engines strapped on and cargo departments dangling from beneath. Now, almost 50,000 people call it home.&lt;br /&gt;
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===Impukane===&lt;br /&gt;
A Central African originating ship, the Impukane is known for its cooking and strong security force. The Scarabs from these ships would prefer colors like green, orange and red. People from these ships are primarily Central African.&lt;br /&gt;
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A largely untouched warp battleship at nearly 730 meters long, the Impukane is one of the largest vessels in the Scarab home fleet. Its intimidating, spikey mass may look dangerous at first glance, but the ship has over time become nothing more than a garrison for much of the official defense force the Scarabs may have. It routinely deploys assistance to fellow vessels for a myriad of reasons and holds a substantial prison wing that contains almost the entirety of the fleet’s own criminals. Its population has plummeted in recent years, now around 65,000.&lt;br /&gt;
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===Fa’Ta-Bs===&lt;br /&gt;
(Faladay Tadhhab Bsre) is a ship contributed by the Levant. They’re known for their excellent medical practitioners. Their official colors are white, blue and black. People from this ship are usually of Arabic or Jewish descent.&lt;br /&gt;
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Built with parts sent to space from the largest coil gun ever created, the Fa’Ta-Bs is a marvel of engineering from the 2200’s. The ship itself is relatively small in terms of the fleet, with a population of 11,300, but it also carries the fleet’s foremost medical supplies and response equipment. There are few children if at all kept on board the ship itself, with those on board explicitly being workers for the fleet. &lt;br /&gt;
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===Su-Yeongseon===&lt;br /&gt;
The Su-Yeongseon is a vessel with roots from eastern Asian, namely Korean descent who had branched off from an international effort to colonize the Antarctic in the early 2200’s. They are well known for their atmospheric manipulation and engineering prowess.&lt;br /&gt;
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From the newly-founded city designated Sierra Peak, the world’s largest Antarctic colony sprouted an effort to redirect the incredibly advanced environment control and habitation techniques into space. This was seen as a massive success to the Scarabs later down the line, with many of the tricks seen in surviving the harsh tundras now being used to preserve lives on board Scarab vessels. The forefront of this advanced study is the Su-Yeongseon, a large warp cruiser, built in 2197 and now retrofitted for bluespace travel that originally departed with the fleet for defensive purposes. Over time it was converted into an engineering warehouse, with many of its drone bays and missile silos now serving as hangars and storage compartments. The ship itself was built to hold 22,000 people at maximum, but over time has grown to have a population of 42,000 or more with space to spare thanks to modification.&lt;br /&gt;
[[File:San khol.png|The San-Khöl in low orbit of some nondescript Frontier world.|thumb]]&lt;br /&gt;
===San-Khöl===&lt;br /&gt;
(Sansryn Khölög) is a Mongolian originating ship. Colonists from this ship primarily enjoy the colors of red, blue, and yellow. They are known for their gardeners, hydroponicists, and scientists. People from this ship are usually of Mongolian or Chinese descent.&lt;br /&gt;
Built over the course of five years in Ulaanbaatar, the 1100 meter long San-Khöl is an impressive hydroponics vessel. Although capable of holding roughly 25,000 passengers, most of the available space on-board is dedicated to storage of water, food processing, and most importantly the eight hydroponics domes installed onto the ship’s exterior. These are used for fruits, vegetables, and most importantly insects. Three varieties of insect are the most raised here, the Hakhma, a massive beetle the size of a small car. These are utilized for their feed to meat ratio and friendly disposition. Secondly, the Süüs, a variety of honeypot ant that are soda-can sized. These are typically fed cactus juice, which the ant processes into an edible, reportedly tasty and highly nutritious juice, often seen hanging from a Scarab’s belt. Lastly various species of spider, used for their high-strength silk. The ninth dome is entirely devoid of such hydroponics, being used primarily for theatre and entertainment.&lt;br /&gt;
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===Bilröst, Jörmungandr and Jötunheimr===&lt;br /&gt;
[[File:Bilrost.png|The Bilrost and its sister ship the Jormungandr hidden on the very edge of a small gas cloud.|thumb]]&lt;br /&gt;
[[File:Bilrostemblem.png|The emblem of the Bilrost and the Jormungandr.|thumb]]&lt;br /&gt;
The CCV Bilröst and Jörmungandr are two ships contributed by the former Scandinavian Coalition. This group was formed around the year 2015 in response to the collapse of the European Union. The countries of Denmark, Norway, and Sweden hastily turned to each other for stability, reforming a modern version of the Scandinavian Monetary Union. Eventually the Bilröst was constructed in the year 2129, and the Jötunheimr in 2130. However, the plan was malformed. Certain aspects of the ship were under-engineered, certain systems were lacking in redundancies and backups, and an overall lack of strategy regarding reaching the promised land the Confederation had purchased. The addition of the escort ship, Jörmungandr, only complicated affairs, and not long after their launch, the Scandinavian Coalition was in the red.&lt;br /&gt;
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With so much of the Coalition’s focus on the new space faring vessels, its people fell to the wayside. Citizens of the Coalition faced food shortages, lack of available healthcare, and an increasing difficulty in finding good work. Times were dark, and with such unpleasant circumstances, there was one thing humans historically turned to - religion.&lt;br /&gt;
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And it was thus that the people of the Coalition started to look to their old ways.&lt;br /&gt;
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The people of the Coalition filled themselves with forgotten gods and culture, and it was thanks to this that they gained the strength that they needed to see themselves through adversity. They persevered, worked with what they had, and created the means aboard their new ships to end hunger and heal the sick - and it was in this way that they grew in purpose.&lt;br /&gt;
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==Bilröst==&lt;br /&gt;
The CRV Bilröst (Bifröst) was the first ship constructed by the Scandinavian coalition. Named after the burning rainbow bridge connecting Midgard and Asgard, the most important activities performed aboard the Bilröst are of the scientific variety, as well as medical work being split between here and the Jörmungandr. Here, important research is performed to enhance the Offworlder quality of living; musculoskeletal and immune system supplements, different types of bracing equipment, and even the first ESS prototype have undergone development here. Lastly, branching off chemical-based tomfoolery in the early days, the Bilröst is known across the flotilla for their excellent skills in making various confectionery products, especially candy and chewing gum.&lt;br /&gt;
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==Jörmungandr==&lt;br /&gt;
The CEV Jörmungandr is a satellite of sorts that accompanies the Bilröst. Named after the Midgard Serpent surrounding the Earth, it is significantly smaller in size, and is only used for non-civilian purposes. The main function of Jörmungandr is to handle and observe security scans to protect the main vessel. Access to the Jörmungandr is normally restricted to capable operators. Typically personnel here are either of an investigative nature, the temporary holding of criminals, or the maintenance and operation of various drones and robots, combat or otherwise. The Jörmungandr also keeps a small retinue of medical staff freely available to all Scarabs.&lt;br /&gt;
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==Jötunheimr==&lt;br /&gt;
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The CCV Jötunheimr (Jotunheim) was the last ship constructed by the Scandinavian coalition, and the largest of the three, the ‘center of life’ for them, and holds the highest population; owing to possessing the most residential space. Named after the ancestral homeland of the Jötnar, typical work aboard the Jötunheimr is the everyday logistics, mineral recovery, salvage, beekeeping, hydroponics and service/cooking that keeps the flotilla going. The Jötunheimr partakes in trading and exports such goods as minerals, confectionery products, equipment made on the Bilröst, and so on. Due to the harsh work aboard this vessel, the residents tend to be the fittest both spiritually and physically, the vessel boasting both elaborate fitness complexes, and places for group gatherings and rituals. While the passion the Scarabs here have for their work is praiseworthy, the feasts are legendary.&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Himeo&amp;diff=14333</id>
		<title>Himeo</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Himeo&amp;diff=14333"/>
		<updated>2020-03-15T09:27:10Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;The United Syndicates of Himeo&#039;&#039;&#039;, more commonly rendered as Himeo (Hephaestus Industries Mineral Extraction Operation), is an economic powerhouse of the Coalition of Colonies originally founded as a mining venture by Hephaestus Industries in the 2200s. The largest city, and arguable capital of Himeo, is Magnitogorsk – a sprawling underground city built beneath the landing site HBF/CS Magnitogorsk after it landed on the planet. The primary export of Himeo is steel, along with other processed industrial materials, and much of its materials go to market in Xanu. The primary language of Himeo, unlike much of the Coalition of Colonies, is Solarian Common – though isolation from the proper Alliance has caused language drift over the centuries. Citizens of Himeo speak a dialect of Sol Common referred to as “Himeo Common&amp;quot; that has integrated vocabulary from Freespeak, and features a distinctive accent. The planet officially describes itself as a direct democracy that serves the citizens and workers of the planet before itself. With the extremely harsh conditions of Himeo&#039;s surface, most settlements are underground where cooperation is needed to survive. Himeo’s official motto is &amp;quot;We Shall Overcome&amp;quot; and a common symbol of the planet is a white hexagon surrounded by six red triangles holding back a sea of black, a symbolic representation of how the unity of Himeo holds back potential threats to the planet.&lt;br /&gt;
[[File:Himeo.png|thumb|A picture of the planet Himeo from space. ]]&lt;br /&gt;
{{toc_right}}          &lt;br /&gt;
==History==&lt;br /&gt;
===Discovery===&lt;br /&gt;
The origins of Himeo date back to 2248, when a Sol Alliance probe discovered the planet. The weather was estimated to be similar to the Yukon on Earth, and the planet was estimated to have massive mineral wealth by the probe. Within a year the area deemed “System XZP-0987” by the Sol Alliance was purchased by Hephaestus Industries, which intended to make the most of their new acquisition. An expedition was set to be launched as soon as possible, and in 2250 a fleet set out for Himeo. The fleet that disembarked was fairly large, consisting of nearly a dozen ships total, and they departed with a mission: drop a prefab colony (using the four colony ships themselves) on planet HIIMZ-05 (Hephaestus Industries Industrial Mining Zone, Fifth Planet) in order to exploit its mineral wealth. The prefab colony is designed to last twenty years at maximum, and the colony on HIIMZ-05 is expected to operate for five years total.&lt;br /&gt;
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The ships Magnitogorsk, Highland, Cannington, and Kiruna are all launched as industrial colony vessels. Hephaestus Industries warship Norilsk and two other ships are dispatched as escorts for the hulking industrial vessles. The mobile station Ryti is sent along to serve as a refueling and service station for vessels in orbit. By 2452, the ships arrive and drop their prefab colonies to find that the planet was not what they expected.&lt;br /&gt;
===Colonization===&lt;br /&gt;
Fierce polar winds whip across the surface of HIIMZ-05, causing extreme wear and tear on anything exposed to the vortexes that is not designed to withstand the wind. It becomes apparent to the colonists huddled in their prefab that the colonies must dig in order to create any structures at all. Anything exposed aboveground is generally very close to the ground, partially sunken in the ground, or built into natural wind barriers. There is a lack of fauna and plant life beyond hardy shrubbery and small mammals, leading to most food production taking place inside the colony itself or in limited hydroponics facilities in orbit. However, more in-depth environmental scans of HIIMZ-05 reveal that the mineral wealth of the planet is far greater than originally anticipated.&lt;br /&gt;
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Construction efforts, not prepared for the harsh conditions present, rapidly falls behind. Quotas are being only partially met, if they are being considered at all. Equipment is being stretched to the breaking point. People are starting to grow restless on the planet now sarcastically being called “Himeo” due to its status as a Hephaestus Industries Mineral Extraction Operation. As the months turned to years, another problem emerged: supplies took a long time to get to Himeo, and the only available communicator that could reach corporate headquarters was on the Norilsk. By 2255, Himeo had drifted so far away from Hephaestus that the planetary governor was forced to sign off his power to the planet’s population following a devastating mine collapse that left one-hundred dead outside Highland City - an event that came after orders from corporate headquarters to remain on the planet indefinitely. Hephaestus, already becoming crippled by the economic downturns that would lead into the Second Great Depression, was forced to concede to the planet’s demands, fearing a full-scale revolt if they did not. The compromises made here would form the future of modern Himeo’s direct democracy, and formed the basis of quasi-unions referred to as syndicates by their members in order to better avoid raising attention from Hephaestus. The new leader of Himeo would be called the First Speaker, and was initially elected in late 2255 following the compromises.&lt;br /&gt;
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Over the following years Himeo drew closer to its nearby neighbor of Xanu than it ever was to Hephaestus Industries, which was now viewed as having left the colony out to dry and die. Quotas continue to come in and not be met, while salaries continue to drop and the quotas, bizarrely, start to get larger - though the colonists did not realize it, Hephaestus was attempting to make money despite an economic collapse rapidly approaching. When the Second Great Depression hit in 2260 Hephaestus Industries sold off the colony, its ships, and its resources to the Sol Alliance. Himeo’s bizarre government was kept in place as the Alliance was unable to install a governor, but increased taxes on the system to compensate for the Second Great Depression were instituted in the system in 2272. For Himeo, this was the last straw.&lt;br /&gt;
===The United Syndicates of Himeo===&lt;br /&gt;
In 2275, the planet voted to leave the Alliance of Sovereign Solarian Nations along with Xanu and several other systems and officially changed its name to the United Syndicates of Himeo, with the proto-unions of the past decades having risen in power to dominate the planet’s already left-leaning government. By 2278, the planet would be embroiled in the Interstellar War and quickly become a major industrial center for the nascent Coalition of Colonies.&lt;br /&gt;
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Since 2278 Himeo has remained a steadfast member of the Coalition of Colonies, despite often clashing ideologically with the Xanu Free League over the economic direction of the Coalition of Colonies. Himeo maintains a leash so tight on megacorporations in its space that they opt to not operate in its space, with Hephaestus being outright banned from operations in Himeo’s space since 2276. The contemporary Himeo is a major source of the Coalition’s industry, and generally provides the heavy industry and resources needed to ensure that other planets prosper.&lt;br /&gt;
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==Environment==&lt;br /&gt;
The surface environment of Himeo is extremely harsh and uninhabitable. While it features an easily breathable atmosphere, distances from its star means that Himeo is generally freezing: surface temperatures are, on average, roughly −58.2 °C (−72.8 °F) before factoring in wind chill. The local climate is further characterized by its extreme windstorms, usually featuring snow, that whip down from its mountains and bracket the tundra of Himeo. The planet has an orbital period of fifteen months and two seasons due to its unusual orbital pattern: winter and deep winter. Deep winter refers to the period during which Himeo is further from its star, while winter refers to when it is nearest to its star. Deep winter lasts ten months, while winter lasts five months. The pressure and gravity on Himeo are similar to Earth, due to their comparable sizes. Days on Himeo are 30 hours long, and years are 15 Terran months.&lt;br /&gt;
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==Government==&lt;br /&gt;
Himeo is a direct democracy in which the planetary leader, termed the First Speaker, is elected by pure majority vote for a maximum of two five year terms (barring emergencies such as war) and answers directly to Himeo’s citizenry. The First Speaker is assisted by the Council of Representatives – officials elected at a rate of one per city, orbital facility, officially registered ship, or other facility with a population of over 10,000 citizens. The existence of representation for ships is a result of a compromise made between the crews of the Hephaestus warships and the colonists in 2255, in order to earn a voice for them in the planet’s government. These Representatives answer directly to the citizens of where they were elected. In order to pass legislation impacting all of Himeo, it must pass a majority vote by all citizens of the planet. Legislation only impacting a certain area only needs a majority vote from that area: i.e., if legislation would solely impact Ryti Station, only Ryti Station votes on it.&lt;br /&gt;
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The cities, towns, and stations of Himeo directly elect their majors and representative, with the ships of Himeo electing a representative to the city they work the closest with. Foreign Representatives of Himeo are appointed at a rate of one per municipality over 100,000 citizens, and serve on the Council of Foreign Representatives. They follow the same manner of legislation passing that the planet does.&lt;br /&gt;
Himeo’s government has an extremely bad relationship with Hephaestus Industries, which it views as having oppressed the planet for its own profits, but holds a neutral status on other megacorporations. The government, by majority vote, banned Hephaestus from operating in Himeo’s space shortly after it declared independence.&lt;br /&gt;
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==Society==&lt;br /&gt;
The society of Himeo is, by requirement, one that is very tightly-knit. The roots of the planet&#039;s independence in popular revolt have seen a collective spirit grow into a successful direct democracy with a strong ideological foundation in federalism and decentralization. However the system remains largely irrelevant outside the Coalition of Colonies. Himeans grow up in close proximity to one another and depend on one another for support in the dim tunnels beneath Himeo, with Himeans often forming groups to better allow themselves to prosper on their quite harsh planet. One’s culture of origin – at least, amongst the original settlers and their descendants – is largely irrelevant in the face of adversity within a city, and the need to rely on one another for support. A common thread through Himean society is a hatred of Hephaestus Industries, due to their mistreatment of the planet during its era as a corporate colony. Despite this, megacorporations that can hire Himeans often do so - they excel at being part of a team, even if they hold some odd collective views.&lt;br /&gt;
Off-world humans are a common sight and typically originate from either the Scarab Fleet or Techno-Conglomerate, though minor fleets and unaffiliated offworlders are a common enough sight. Aliens are relative newcomers to the planet compared to their human counterparts, and have adapted to varying degrees. Tajara have found success on the frigid planet due to their tolerance of the cold, though many remain in their own districts. However, these districts can be found throughout major cities in Himeo. Skrell are generally a rare sight on Himeo, but some can be found in Highland City or Kiruna.&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The traditional cuisine of Himeo is very sparse. The diet of a Himean was primarily composed of mushrooms until trade was opened with Xanu and the Scarab Fleet, causing the amount of available food to increase dramatically through new hydroponics techniques. The underground and orbital hydroponics farms of Himeo are able to produce a variety of common Terran foods, though meat remains a relative rarity due to the resources it consumes during production. The diet of citizens of Himeo is, however, less plant-based than an Eridanian’s diet – mining, after all, requires a lot of calories.&lt;br /&gt;
===Education===&lt;br /&gt;
Education on Himeo is provided at a municipal level, and is generally regarded as high-quality for the frontier. However it lags behind the Solarian Alliance&#039;s Jewel Worlds and Middle Ring, and those Himeans that wish to learn specialized sciences such as xenobiology often travel off the planet to Xanu or further afield. Despite this Himeo is famous for its ability to produce talented engineers, and atmospheric technicians. But due to a lack of corporate presence in the system, most of these individuals remain on Himeo and are rarely immediately hired by off-planet entities.&lt;br /&gt;
==Architecture and Construction==&lt;br /&gt;
The architecture of Himeo is very distinctive and is essentially unique to Himeo: the major settlements of Himeo are all built underground due to the environment of Himeo itself. While the initial cities were dug out of mine tunnels and intended to last mere decades, rather than centuries, the tunnel systems have been expanded and revamped over the centuries to resemble kinds of subterranean metropolises built on top of one another, with some of the larger cities stretching as far vertically as they do horizontally. While some of these tunnels can be massive, a typical residential tunnel in an underground city tends to have a clearance of around twenty feet in order to allow for rail traffic. Light is a constant issue in these tunnels, and many areas feature slightly dim lighting conditions. As such, many Himeans suffer from light sensitivity.&lt;br /&gt;
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Cities on Himeo, due to being entirely underground, universally feature extremely well-maintained, advanced, and robust atmospheric systems that are maintained around the clock by the individual city’s Civil Atmospherics Service (CAS). Fuel-burning generators or machines are extremely rare in Himeo: the most common method of transit underground is via an extensive underground rail system that connects all major cities. All cities on Himeo are connected by this exceedingly complicated and very well-developed rail network, in which tunnels can stretch for thousands of kilometers as they snake around the planet. A job in the railway service is seen as very prestigious on Himeo, and its staff are known for their high quality. Electric power is often provided by burning the local ore deposits in factories, which vent their waste gasses to the surface via vents – some of which can stretch for hundreds of meters as they lead their way to the surface.&lt;br /&gt;
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What buildings that are on the surface of Himeo must, by demand, be extremely sturdy or built into a natural wind barrier. Surface buildings are typically rounded to avoid wind damage, and feature very few windows. These shuttle ports of Himeo are generally built upon its plains, and are mostly underground. A wind shield typically surrounds a heavy-duty “wind gate” in the middle of the shields, which opens or closes to let vessels in. Travel on the surface of Himeo is generally done in extremely durable tracked vehicles fitted with enormous plows to fight through snow drifts that keep themselves low to the ground to avoid tipping over in the wind. Air travel aside from interstellar traffic is generally advised against, due to the severe weather of Himeo.&lt;br /&gt;
A group of relics that remains in use on Himeo to this day are the massive Hephaestus Industries tunneling and mining machines that the original colonists embarked with. These machines were built to last, and are still in use to varying extents to this very day – with, of course, a great deal of modifications to keep them operational and effective. They typically fall under the authority of individual cities, though some factories operate them, and have storied histories. The machines are typically named and given some form of identifier on their chassis, in order to better distinguish them.&lt;br /&gt;
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==Population and Major Cities==&lt;br /&gt;
The population of Himeo stands at roughly 1.5 billion citizens on the planet and 200 million in various orbital facilities as of the 2460 census, with the majority of its citizens residing in or around Himeo’s various urban centers. Most residents of Himeo are humans, either baseline or off-worlders, with some light populations of other species. Tajara are one of the most commonly seen alien species on Himeo, and are held in high regard on the planet: Zhan-Khazan and M’sai have found success on the planet as workers and surface scouts, respectively. Unathi and diona, due to the frigid temperatures and often dark conditions, are rarely seen. Skrell, as with most locations outside of the Federation, are rare. Vaurca are nearly unheard of. As with most areas in human space IPCs are an aspect of life in the system, with the proximity of the Techno-Conglomerate leading to a higher number of free IPCs in Himeo and its affiliated systems.&lt;br /&gt;
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&#039;&#039;&#039;Magnitogorsk:&#039;&#039;&#039; The largest of all planetary cities, Magnitogorsk is home to almost everything one could hope for. The city features a booming ore processing industry famous for its high-quality products, and is home to the planet’s largest theater district. Magnitogorsk is where the headquarters of the Civil Rail Agency is located, and features a massive underground rail depot built into a natural cave.&lt;br /&gt;
Highland City: The largest interstellar port, Highland City has comparatively moderate weather by the standards of Himeo. A nearby mountain range shields the city from much of the planet’s hostile weather, and provides exceptional mineral wealth. Highland City’s location on these comparatively temperate plains means that it features more shuttle ports than any other city on Himeo, and features a port capable of receiving frigate-sized vessels.&lt;br /&gt;
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&#039;&#039;&#039;Cannington:&#039;&#039;&#039; A major industrial center, Cannington features expansive mines in and around itself that produce a significant amount of the mineral wealth the planet is known for. Streets in Cannington are generally a bit less well-organized than other cities as the city tends to rely more on pre-existing mineshafts for municipal development, rather than digging new tunnels. As a result, many districts in Cannington have been described as “somewhat confusing,” to navigate by foreigners.&lt;br /&gt;
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&#039;&#039;&#039;Kiruna:&#039;&#039;&#039; The center of government and academic life, Kiruna is renowned for its academies and longstanding tradition of civil service. Most government agencies have their headquarters within the city, particularly along the Street of Himeo’s People – a major tunnel full of government structures along its length that features a rare sight on Himeo: Terran flora.&lt;br /&gt;
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&#039;&#039;&#039;Ryti Station:&#039;&#039;&#039; An old, outdated, and entirely functional spaceborne processing facility that now serves as the main hub of trade in Himeo, and the dockyard of its fleet. It has a population of roughly 200,000 with a mix between off-world humans, baseline humans, and some rare aliens. The station itself has been slowly expanded over the centuries, and now finds itself the home of Himeo’s admiralty.&lt;br /&gt;
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==Clothing==&lt;br /&gt;
Clothing on Himeo is, by demand, practical and extremely rugged – designed to endure a harsh environment and last for a long time. Much of it features multiple layers, and very little skin is left exposed. Due to the lack of real animals on the planet synthetic furs are common, with Himeo’s furs being commonly referred to as “fish fur” on the galactic marketplace. Himeo’s clothing is prized for its ability to keep in warmth and its low-maintenance designs. Coloring and dyes are generally quite muted due to scarcity, though reflective materials are common for practical and aesthetic purposes. Many Himeans make patterns on their clothes using reflective material, causing their clothes to vibrantly light up in the low-light environments of Himeo’s cities. The recent introduction of alien species such as the tajara has seen new styles of “fur” coats emerge in the traditional Adhomaian style with Himeo touches – tajaran peacoats with reflective PRA flags are common amongst certain immigrants.&lt;br /&gt;
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==Military==&lt;br /&gt;
As a member of the Frontier Alliance, Himeo fields its own navy and military forces. The fleet is headquartered on Ryti Station, and its current flagship is the HDV Norilsk, a Hephaestus Industries-produced cruiser that accompanied the original colonists that has been slowly retrofitted and improved over the years. While Himeo&#039;s fleet has a strong core of retrofitted military or corporate-grade warships, most of its ships are civilian cargo vessels retrofitted to be “Himeo corvettes” – cargo ships with enough armor, guns, and engine strength to serve as improvised warships. These Himeo corvettes have recently been employed against Dominian privateers near Zaurghis to great success. Himeo&#039;s ships often feature a black cat painted onto their sides, a tribute to the mining strikes that originally gained the planet its independence.&lt;br /&gt;
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The ground army of Himeo is referred to as the Planetary Guard, and is based on a municipality-by-municipality basis with each one sworn to defend one another in the event they were attacked. Much of the Guard&#039;s equipment has its roots in mining equipment, though the planet has a small-scale arms industry. The arrival of tajara on the planet has seen many joining the Planetary Guard and serving in its new surface units – volunteer structures that patrol along the surface of the planet and rescue the crews of downed spacecraft. Due to the extremely harsh nature of the surface, animals imported from Adhomai are highly valued by the troopers of the surface units, and tajara are often seen caring for them.&lt;br /&gt;
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==Character Examples==            &lt;br /&gt;
&#039;&#039;&#039;Characters from Himeo are Likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have light sensitivity.&lt;br /&gt;
* Have worked in mining, or a related industry.&lt;br /&gt;
* Be loyal to their coworkers.&lt;br /&gt;
* Have a distrust of Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
Here is an example character from Himeo:&lt;br /&gt;
&lt;br /&gt;
* Lahja Soininen, 42, is a surgeon currently employed by Zeng-Hu Pharmaceuticals and contracted to the NSS Aurora. She is a very cooperative person, though she holds some secret reservations about the amount of control NanoTrasen holds over Tau Ceti.&lt;br /&gt;
* Lahja is 6&#039; flat with a thin build, shoulder-length black hair, and extremely pale skin.&lt;br /&gt;
* Lahja was a surgeon in Kiruna before departing the planet in 2454 due to a desire to spend her life in the sun, rather than underground. * She lives in a Zeng-Hu financed apartment in Mendell City&#039;s third district with her wife and adopted daughter.&lt;br /&gt;
* Lahja enjoys working alongside IPCs and skrell, but has a sharp dislike of unathi due to their reputations as pirates and slavers.&lt;br /&gt;
* Lahja speaks with a strong Himeo Common accent, but is otherwise fluent in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
Here is another example character from Himeo:&lt;br /&gt;
&lt;br /&gt;
* Albert Burnett, 38, is an atmospheric technician currently working aboard the NSS Aurora. He is an easygoing and jovial man, though he was recently fined for getting into a verbal spat with a Hephaestus Industries representative over the common channel.&lt;br /&gt;
*Albert stands at slightly over six feet tall, with a quite muscular build. His black hair is short, and his blue eyes clearly struggle with bright lights.&lt;br /&gt;
* Albert recently moved from Himeo to Tau Ceti in order to earn more money, despite his friend warning that Tau Ceti would be worse to work in than Himeo. He lives alone on the Odin in a fairly small apartment, and is saving to move to Mendell.&lt;br /&gt;
* Albert enjoys working alongside tajara, particularly Zhan-Khazan, due to viewing them as hard workers. He has a hatred of unathi, who he views as pirates and slavers.&lt;br /&gt;
* Albert speaks with a very pronounced Himeo Common accent, but is otherwise fluent in Tau Ceti Basic. He speaks and writes passable Freespeak.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=14318</id>
		<title>Coalition of Colonies</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Coalition_of_Colonies&amp;diff=14318"/>
		<updated>2020-03-10T18:32:44Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Himeo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Frontier_Alliance_Flag.png|thumb|Offical flag of the Coalition of Colonies, &amp;quot;Infinite Freedom&amp;quot;. The blue symbolises freedom, the black frontier space. The three stars represent the three key members of the Coalition and the lemniscate represents the other countless members as well as eternal freedom.]]&lt;br /&gt;
&lt;br /&gt;
The Coalition of Colonies is an independent, space-faring nation formed of once-Solarian colonies residing in the frontier. Population estimates range from 85 to 110 billion, with an accurate census being nearly impossible due to the decentralized government of the Coalition. Founded in a revolt against the governance of the Association of Sovereign Solarian Nations, or the Sol Alliance, it won its independence in the prolonged Interstellar War. It is made up of 357 core member systems with a fluctuating number of loosely-defined associated systems. Previously known as the Frontier Alliance, the Coalition is one of the most diverse entities in known space culturally, socially, and politically. &lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The overarching government of the Coalition is a confederation held together by the Frontier Alliance Defense Pact, a treaty which ensures that all members will come to the aid of the other in a case of invasion or in more recent times, to defend against piracy. It is headed by the Chief Representative, the representative of whatever planet is voted as the capital of the Coalition. The current Chief Representative is Reilly Sianne of Xanu Prime. &lt;br /&gt;
The government of each individual entity within the Alliance varies dramatically, from republics to monarchies to communist parties, but the entities all agree to have representatives meet on the capital planet.  This bi-annual meeting, known as the Representative Summit, forms the leadership of the Coalition of Colonies. The Representative Summit is a bicameral legislature, made up of by the House of Members and the House of Observers.&lt;br /&gt;
The House of Members is formed of the core systems of the Coalition, and is where legislation can be proposed. The House of Observers is formed of representatives from affiliated frontier systems. While the House of Members currently has 357 members, because of the state of the wild frontier attendance for the Observer house can range from as few as fifty up to five hundred. Each system receives one representative. There is only one written rule to the Summit - no violence may take place in the chambers. All other rules and regulations are merely agreed upon traditions, solidified over the Coalition&#039;s history.&lt;br /&gt;
The Coalition of Colonies does not care how each system governs themselves, they only ask that each system respect one another and honor the pacts during the time of a crisis.&lt;br /&gt;
&lt;br /&gt;
[[File:Xanu.png|thumb|The extremely populous Xanu, core capital of the Coalition of Colonies and the throne of all things good in the galaxy. Its surface can be seen dotted with gargantuan impact craters from years of heavy bombardment.]]&lt;br /&gt;
==Notable Systems==&lt;br /&gt;
===[[Xanu Prime]]===&lt;br /&gt;
The Xanu Free League, located in the system of Xanu, is the current capital of the Coalition. Megacities dot the surface of Xanu Prime, with only a small rural population. The League is governed by a president who is elected from among the mayors of the megacities and serves a three year term. In the capital city of Argia sa Mar, many embassies and legations are found in the Foreign Quarter, alongside branch offices of every megacorporation. The low-lying grasslands and beaches outside the towering metropolises are coated in craters, rusting military equipment, and graves from the Siege of Xansan during the Interstellar War, one of the most brutal battles of the conflict. These areas are protected by the government against looting and desecration as a massive memorial covering 93 percent of the planet. The government of the Coalition, the Representative Summit, meets on the artificial island of Greentree, located equidistant from every city on the planet. The Free Assembly, a major political party in the Coalition that believes in individual liberties and free government.&lt;br /&gt;
&lt;br /&gt;
===[[The Techno-Conglomerate]]===&lt;br /&gt;
The Techno-Conglomerate is the backbone of the Frontier Alliance’s technological research. Instead of being based on planets, the Techno-conglomerate is a large fleet of miscellaneous civilian and military vessels that travels throughout the Frontier. As a moving flotilla of high-tech ships, the Conglomerate look to incorporate technology with humanity. They were driven out of the Sol Alliance for their stance on augmentations shortly before the first Interstellar War. Though the Techno-Conglomerate has never acted in an offensive capacity, their fleet is one of the few centralized combat fleets in the Frontier Alliance. As their nation is based upon their sizable flotilla, they are often unwilling to venture into dangerous space.&lt;br /&gt;
They are incredibly accepting, trading with nearly all foreign bodies (excluding the Empire of Dominia), especially Eridani, and largely consider synthetic life as equals. Citizens of the Techno-Conglomerate often find work with large megacorporations such as NanoTrasen and Einstein Engines, with many of them finding high positions as engineers and scientists. The Techno-Conglomerate is governed by the captains of the ten largest ships, which includes research and military vessels. The largest, the heavy cruiser T.C.S. Balbo, is captained by High Captain Mark Mareus, the current leader of the council of ten.&lt;br /&gt;
 &lt;br /&gt;
===[[Himeo]]===&lt;br /&gt;
Himeo (Hephaestus Industries Mineral Extraction Operation) is an economic powerhouse of the Frontier Alliance originally founded as a mineral extraction operation by Hephaestus Industries in the 2200s. The planet openly revolted in the years leading up to the Interstellar War, and joined hands with Xanu in the formation of the original Coalition of Colonies. It has one of the most accurate censuses on the frontier due to its strong government: its 2460 population stands at 1.5 billion citizens on the planet itself with 200 million in orbit. Presently, Himeo serves as a primary source of raw materials for the Coalition due to its location near Xanu and large underground deposits of metals. Himeo is a barren, permafrost world where most of the population lives in four major cities and one large offworld station: Magnitogorsk (the largest settlement on the planet), Highland City (the major spaceport), Cannington (a major industrial center), Kiruna (the center of government), and Danzig Station in orbit. &lt;br /&gt;
&lt;br /&gt;
The surface of Himeo is defined by its large, windswept plains broken up by massive mountain ranges. The average temperature is generally −58.2 °C (−72.8 °F) before factoring in wind chill, so all major settlements are built into the ground - with the largest cities extending kilometers under the ground. Himeo is a direct democracy, with its First Speaker being elected by a pure majority vote every five years. Unlike many planets on the frontier, Himeo operates a small standing fleet of formerly corporate vessels, self-made warships, and Interstellar War prize ships. Megacorporations are banned from operating in Himeo’s space.&lt;br /&gt;
&lt;br /&gt;
===Zaurghis===&lt;br /&gt;
Zaurghis is an unremarkable planet in an equally unremarkable star system roughly five light years from Xanu. The planet itself is small, relatively similar to Earth, and devoid of most materials early colonists sought after. Zaurghis is, however, in an ideal location to exploit a feature unique to the frontier: wormhole travel. Zaurghis’s system is, through sheer luck or unknown forces, home to dozens (if not hundreds) of wormholes: some consistently stable, some changing by the hour. The economy of Zaurghis was, for the better part of its existence, centered around these wormholes: the planet had a booming shipping industry, with most of it concentrated in low-orbit docks. There was, of course, some illegal activity. However, a robust system of enforcement and policing kept the Zaurghis wormholes mostly free of danger.&lt;br /&gt;
&lt;br /&gt;
With the end of Solarian rule during the Interstellar War, there was no real push for government on the planet by the majority of the population, with the small amount of those who did, most of them being the original residents of the planet, exiled to its moon, Visraho. Previously a penal moon known as Correctional Facility 48, now there exists a small pro-corporate society. Over time, an anarchist society developed, lacking official law or representation: a society run purely by the idea of the Non-Aggression Principle, or NAP. Citizenship is automatically granted to all owners of property above one acre in size, and these citizens directly vote for their representation in the Coalition.&lt;br /&gt;
&lt;br /&gt;
However, with the recent proliferation of bluespace technology, Zaurghis’ wormholes have seen less and less use by merchants. Private enterprises have developed the once-prominent business port into one of the largest parts of the Coalition’s shipbuilding sector. Alongside this, however, a new area of commerce has emerged: smugglers, always willing to take risks in order to avoid authorities, have taken to utilizing the wormholes around Zraughis in order to ship product. These smugglers tend to avoid the larger and more well-traveled wormholes, instead risking life and limb on the smaller and less predictable, but less policed, wormholes. With smuggling being fully permitted on the planet, many have come to call this relatively inoffensive planet home. &lt;br /&gt;
&lt;br /&gt;
===[[Scarabs]]===&lt;br /&gt;
The Scarabs are a tightly-knit and primarily nomadic faction which resides upon gargantuan home-fleets akin to that of the Techno-Conglomerate, in a grander scale. Seen as a hardy and self-sufficient people, their primary fleet holds the structure of a uniquely made Khaganate. Led by the young Iraiya, the Queen in Blue is the perpetually mobile fleet. Many Scarabs are seen planet-side in unclaimed territory, making usage of untapped materials or valuable sources of food and water to supply the ever-growing fleet as it moves. The Scarabs meet criticism for what is essentially a conquest through uncharted territory surrounding the space of the Sol Alliance. Though at this point, it&#039;s clear they have no reason or will to care.&lt;br /&gt;
The Scarabs seek to unify Humanity under one banner at any cost, or so Iraiya says. Their intent at the least to absorb all Offworlders into their own home fleets is clear, and they have found little difficulty in convincing many to join them, using safety and plentiful supplies as prime motivators, though some warn their actions will eventually wake the slumbering Sol Alliance…&lt;br /&gt;
 &lt;br /&gt;
==Other Coalition Systems==&lt;br /&gt;
 &lt;br /&gt;
===The Base Worlds===&lt;br /&gt;
These heavily militarized worlds provide the cornerstones of defense of the Coalition. Four major base planets and one moon, along with countless smaller outposts, exist on the borders of the Coalition. These planets are wholly dedicated to military production and provide the bases for the Coalition’s small professional army, along with training facilities and whatever permanent military structures are required. Funding for the upkeep and garrisoning of these facilities is raised voluntarily from member systems. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rendentu&#039;&#039;&#039;: On the western frontier of the Coalition lies Rendentu, nicknamed the Fortress World. The now-legendary Battle of the Maw which took place on the dimly-lit world lasted for over three months as the Solarian Navy fought to claim the planet during the Interstellar War. Rendentu is home to the single largest base in the Coalition, shadowy Fort Lockjaw. Several layers of bluespace interdiction nets surround the system as it stands guard over the nearby stable wormhole.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wroshalawau&#039;&#039;&#039;: Guarding the south-west border, Wroshalawau is a heavily industrialized world dominated by sprawling factories churning out munitions of every conceivable type. These factories are highly fortified, with large parts of the planet covered in minefields and obstructions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Irn&#039;&#039;&#039;: The southernmost base of the Coalition, Irn is the only base world to have a large civilian population. Gentle climate is the norm, though the rain on the planet is highly acidic, with fortifications and houses covered in special composites to shield them from dissolving. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grad&#039;&#039;&#039;: The eastern bastion, this frozen world is the most isolated base of the Coalition. Known for its brutally cold climate with a peak yearly temperature below freezing, permanent winter shrouds the hulking fortifications and facilities built into the mountain ranges crossing the planet. Hidden factories, artillery emplacements, training grounds, and other secret facilities are rumored to hide beneath the permafrost of Grad...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Selene&#039;&#039;&#039;: In orbit of Xanu Prime, this small arid moon holds several orbital artillery facilities that protect the capital of the Coalition. A large Solarian marine base, Fire Base Tango, lies abandoned on the planet, left from the Interstellar War.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wright’s Berth&#039;&#039;&#039;: Another moon in the orbit of Xanu Prime, this small and airless body holds a significant Xanu Prime Navy base that serves as the planet’s admiralty. Originally established as a Sol Alliance Navy base at roughly the same time Xanu Prime was colonized, the sailors and marines of Wright’s Berth had gone slightly over two years without pay and with irregular supplies due to the Second Great Depression. When ordered to assault Xanu Prime to stop the rebellion of the Coalition of Colonies shortly after the start of the Interstellar War, the demoralized garrison of Wright’s Berth defected to the Coalition.&lt;br /&gt;
&lt;br /&gt;
==Society==&lt;br /&gt;
&lt;br /&gt;
While every species can be found in the Coalition, it is human dominated due to its origin as part of human colonization efforts, with the exact breakdown of Coalition society being impossible to determine. Social organization can vary wildly from planet to planet with corporate oligarchies, industrial wastes, militarized states, free republics, and everything in between being found in the coalition.&lt;br /&gt;
&lt;br /&gt;
==The Silk Road==&lt;br /&gt;
&lt;br /&gt;
Criss-crossing the Coalition is the Intra-System Warp Transit Network, or IS-WTN, built under Solarian control in the 23rd century. Known as the Warpway or simply the Way, the Warpway is a transport system across the Coalition used for travel and trade. It consists of straight routes through space, marked by large warp beacons, between which long warp-trains travel. These trains have remained relevant in the bluespace age due to the mysterious nature of warp efficiency, that is, that repeated warp travel along the same route becomes more efficient with time. Built along specially mapped currents through space, these unique vehicles can rival low-speed bluespace in speed, with far simpler technology. The Warpway is the life blood of the Coalition, a silk road bringing quantities of rare materials, goods, and people from every corner for trade.&lt;br /&gt;
&lt;br /&gt;
These warp-trains did not see much use in the core of the Sol Alliance, due to its denser size and gate network. However, across these previously-Solarian holdings, it has been carefully maintained to connect the sprawling Coalition. As certain routes waxed and waned in popularity, entire systems have grown or shrunk, leaving ghost towns in its wake. These abandoned towns are now often home to criminals, either pirates or smugglers, who sometimes even interfere with the warp-trains themselves, attempting to rob them of especially valuable cargo.  &lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=14317</id>
		<title>Template:Navbox Human Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Human_Lore&amp;diff=14317"/>
		<updated>2020-03-10T18:26:24Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: HIMEOEOEOEOEO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 100%; background-color:#000080&amp;quot; | [[:Category:Humanity|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Human Factions&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#776be3&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Biesel]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Biesel]] · [[Mendell City]] · [[New Gibson]] · [[Odin]] · [[Tau Ceti Foreign Legion]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#C89024&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Sol Alliance]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Earth]] · [[Mars]] · [[Luna]] · [[Venus]] · [[Jupiter]] · [[New Hai Phong]] · [[Mictlan]] · [[Silversun]] · [[Konyang]] · [[Sol Alliance Military]] · [[Sol Alliance History]] · [[Sol Merchant Society]] · [[Sol Politics]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#db7070&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Empire of Dominia]]&lt;br /&gt;
|  align=&amp;quot;left&amp;quot; | [[Dominian Culture]] · [[Dominian Honor]] · [[Moroz Holy Tribunal]] · [[Empire of Dominia Great Houses|The Great Houses]] · [[Empire of Dominia Military|Dominian Military]] · [[Notable Dominians]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#818f8e&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Eridani Federation]]&lt;br /&gt;
| &amp;quot; align=&amp;quot;left&amp;quot; |[[Eridani Federation Military]]  ·  [[Oran]]  ·  [[Akhet]]  ·  [[Set and Nebthet]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#dbcd70&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Republic of Elyra]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Elyra Military]] · [[Elyra Culture]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width: 20%; background-color:#70b0db&amp;quot; colspan=&amp;quot;2&amp;quot;| [[Coalition of Colonies]]&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xanu Prime]] · [[Himeo]] · [[The Techno-Conglomerate]] · [[Scarabs]] · [[The Trinary Perfection#Notable Locations|Orepit]] · [[Coalition Politics]] &lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Himeo&amp;diff=14316</id>
		<title>Himeo</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Himeo&amp;diff=14316"/>
		<updated>2020-03-10T18:25:19Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: HIMEOOOOOOEOEOEOEO&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;&#039;The United Syndicates of Himeo&#039;&#039;&#039;, more commonly rendered as Himeo (Hephaestus Industries Mineral Extraction Operation), is an economic powerhouse of the Coalition of Colonies originally founded as a mining venture by Hephaestus Industries in the 2200s. The largest city, and arguable capital of Himeo, is Magnitogorsk – a sprawling underground city built beneath the landing site HBF/CS Magnitogorsk after it landed on the planet. The primary export of Himeo is steel, along with other processed industrial materials, and much of its materials go to market in Xanu. The primary language of Himeo, unlike much of the Coalition of Colonies, is Solarian Common – though isolation from the proper Alliance has caused language drift over the centuries. Citizens of Himeo speak a dialect of Sol Common referred to as “Himeo Common&amp;quot; that has integrated vocabulary from Freespeak, and features a distinctive accent. The planet officially describes itself as a direct democracy that serves the citizens and workers of the planet before itself. With the extremely harsh conditions of Himeo&#039;s surface, most settlements are underground where cooperation is needed to survive. Himeo’s official motto is &amp;quot;We Shall Overcome&amp;quot; and a common symbol of the planet is a white hexagon surrounded by six red triangles holding back a sea of black, a symbolic representation of how the unity of Himeo holds back potential threats to the planet.&lt;br /&gt;
[[File:Himeo.png|thumb|A picture of the planet Himeo from space. ]]&lt;br /&gt;
{{toc_right}}          &lt;br /&gt;
==History==&lt;br /&gt;
===Discovery===&lt;br /&gt;
The origins of Himeo date back to 2248, when a Sol Alliance probe discovered the planet. The weather was estimated to be similar to the Yukon on Earth, and the planet was estimated to have massive mineral wealth by the probe. Within a year the area deemed “System XZP-0987” by the Sol Alliance was purchased by Hephaestus Industries, which intended to make the most of their new acquisition. An expedition was set to be launched as soon as possible, and in 2250 a fleet set out for Himeo. The fleet that disembarked was fairly large, consisting of nearly a dozen ships total, and they departed with a mission: drop a prefab colony (using the four colony ships themselves) on planet HIIMZ-05 (Hephaestus Industries Industrial Mining Zone, Fifth Planet) in order to exploit its mineral wealth. The prefab colony is designed to last twenty years at maximum, and the colony on HIIMZ-05 is expected to operate for five years total.&lt;br /&gt;
&lt;br /&gt;
The ships Magnitogorsk, Highland, Cannington, and Kiruna are all launched as industrial colony vessels. Hephaestus Industries warship Norilsk and two other ships are dispatched as escorts for the hulking industrial vessles. The mobile station Ryti is sent along to serve as a refueling and service station for vessels in orbit. By 2452, the ships arrive and drop their prefab colonies to find that the planet was not what they expected.&lt;br /&gt;
===Colonization===&lt;br /&gt;
Fierce polar winds whip across the surface of HIIMZ-05, causing extreme wear and tear on anything exposed to the vortexes that is not designed to withstand the wind. It becomes apparent to the colonists huddled in their prefab that the colonies must dig in order to create any structures at all. Anything exposed aboveground is generally very close to the ground, partially sunken in the ground, or built into natural wind barriers. There is a lack of fauna and plant life beyond hardy shrubbery and small mammals, leading to most food production taking place inside the colony itself or in limited hydroponics facilities in orbit. However, more in-depth environmental scans of HIIMZ-05 reveal that the mineral wealth of the planet is far greater than originally anticipated.&lt;br /&gt;
&lt;br /&gt;
Construction efforts, not prepared for the harsh conditions present, rapidly falls behind. Quotas are being only partially met, if they are being considered at all. Equipment is being stretched to the breaking point. People are starting to grow restless on the planet now sarcastically being called “Himeo” due to its status as a Hephaestus Industries Mineral Extraction Operation. As the months turned to years, another problem emerged: supplies took a long time to get to Himeo, and the only available communicator that could reach corporate headquarters was on the Norilsk. By 2255, Himeo had drifted so far away from Hephaestus that the planetary governor was forced to sign off his power to the planet’s population following a devastating mine collapse that left one-hundred dead outside Highland City - an event that came after orders from corporate headquarters to remain on the planet indefinitely. Hephaestus, already becoming crippled by the economic downturns that would lead into the Second Great Depression, was forced to concede to the planet’s demands, fearing a full-scale revolt if they did not. The compromises made here would form the future of modern Himeo’s direct democracy, and formed the basis of quasi-unions referred to as syndicates by their members in order to better avoid raising attention from Hephaestus. The new leader of Himeo would be called the First Speaker, and was initially elected in late 2255 following the compromises.&lt;br /&gt;
&lt;br /&gt;
Over the following years Himeo drew closer to its nearby neighbor of Xanu than it ever was to Hephaestus Industries, which was now viewed as having left the colony out to dry and die. Quotas continue to come in and not be met, while salaries continue to drop and the quotas, bizarrely, start to get larger - though the colonists did not realize it, Hephaestus was attempting to make money despite an economic collapse rapidly approaching. When the Second Great Depression hit in 2460 Hephaestus Industries sold off the colony, its ships, and its resources to the Sol Alliance. Himeo’s bizarre government was kept in place as the Alliance was unable to install a governor, but increased taxes on the system to compensate for the Second Great Depression were instituted in the system in 2272. For Himeo, this was the last straw.&lt;br /&gt;
===The United Syndicates of Himeo===&lt;br /&gt;
In 2275, the planet voted to leave the Alliance of Sovereign Solarian Nations along with Xanu and several other systems and officially changed its name to the United Syndicates of Himeo, with the proto-unions of the past decades having risen in power to dominate the planet’s already left-leaning government. By 2278, the planet would be embroiled in the Interstellar War and quickly become a major industrial center for the nascent Coalition of Colonies.&lt;br /&gt;
&lt;br /&gt;
Since 2278 Himeo has remained a steadfast member of the Coalition of Colonies, despite often clashing ideologically with the Xanu Free League over the economic direction of the Coalition of Colonies. Himeo maintains a leash so tight on megacorporations in its space that they opt to not operate in its space, with Hephaestus being outright banned from operations in Himeo’s space since 2276. The contemporary Himeo is a major source of the Coalition’s industry, and generally provides the heavy industry and resources needed to ensure that other planets prosper.&lt;br /&gt;
&lt;br /&gt;
==Environment==&lt;br /&gt;
The surface environment of Himeo is extremely harsh and uninhabitable. While it features an easily breathable atmosphere, distances from its star means that Himeo is generally freezing: surface temperatures are, on average, roughly −58.2 °C (−72.8 °F) before factoring in wind chill. The local climate is further characterized by its extreme windstorms, usually featuring snow, that whip down from its mountains and bracket the tundra of Himeo. The planet has an orbital period of fifteen months and two seasons due to its unusual orbital pattern: winter and deep winter. Deep winter refers to the period during which Himeo is further from its star, while winter refers to when it is nearest to its star. Deep winter lasts ten months, while winter lasts five months. The pressure and gravity on Himeo are similar to Earth, due to their comparable sizes. Days on Himeo are 30 hours long, and years are 15 Terran months.&lt;br /&gt;
            &lt;br /&gt;
==Government==&lt;br /&gt;
Himeo is a direct democracy in which the planetary leader, termed the First Speaker, is elected by pure majority vote for a maximum of two five year terms (barring emergencies such as war) and answers directly to Himeo’s citizenry. The First Speaker is assisted by the Council of Representatives – officials elected at a rate of one per city, orbital facility, officially registered ship, or other facility with a population of over 10,000 citizens. The existence of representation for ships is a result of a compromise made between the crews of the Hephaestus warships and the colonists in 2255, in order to earn a voice for them in the planet’s government. These Representatives answer directly to the citizens of where they were elected. In order to pass legislation impacting all of Himeo, it must pass a majority vote by all citizens of the planet. Legislation only impacting a certain area only needs a majority vote from that area: i.e., if legislation would solely impact Ryti Station, only Ryti Station votes on it.&lt;br /&gt;
&lt;br /&gt;
The cities, towns, and stations of Himeo directly elect their majors and representative, with the ships of Himeo electing a representative to the city they work the closest with. Foreign Representatives of Himeo are appointed at a rate of one per municipality over 100,000 citizens, and serve on the Council of Foreign Representatives. They follow the same manner of legislation passing that the planet does.&lt;br /&gt;
Himeo’s government has an extremely bad relationship with Hephaestus Industries, which it views as having oppressed the planet for its own profits, but holds a neutral status on other megacorporations. The government, by majority vote, banned Hephaestus from operating in Himeo’s space shortly after it declared independence.&lt;br /&gt;
            &lt;br /&gt;
==Society==&lt;br /&gt;
The society of Himeo is, by requirement, one that is very tightly-knit. The roots of the planet&#039;s independence in popular revolt have seen a collective spirit grow into a successful direct democracy with a strong ideological foundation in federalism and decentralization. However the system remains largely irrelevant outside the Coalition of Colonies. Himeans grow up in close proximity to one another and depend on one another for support in the dim tunnels beneath Himeo, with Himeans often forming groups to better allow themselves to prosper on their quite harsh planet. One’s culture of origin – at least, amongst the original settlers and their descendants – is largely irrelevant in the face of adversity within a city, and the need to rely on one another for support. A common thread through Himean society is a hatred of Hephaestus Industries, due to their mistreatment of the planet during its era as a corporate colony. Despite this, megacorporations that can hire Himeans often do so - they excel at being part of a team, even if they hold some odd collective views.&lt;br /&gt;
Off-world humans are a common sight and typically originate from either the Scarab Fleet or Techno-Conglomerate, though minor fleets and unaffiliated offworlders are a common enough sight. Aliens are relative newcomers to the planet compared to their human counterparts, and have adapted to varying degrees. Tajara have found success on the frigid planet due to their tolerance of the cold, though many remain in their own districts. However, these districts can be found throughout major cities in Himeo. Skrell are generally a rare sight on Himeo, but some can be found in Highland City or Kiruna.&lt;br /&gt;
===Cuisine===&lt;br /&gt;
The traditional cuisine of Himeo is very sparse. The diet of a Himean was primarily composed of mushrooms until trade was opened with Xanu and the Scarab Fleet, causing the amount of available food to increase dramatically through new hydroponics techniques. The underground and orbital hydroponics farms of Himeo are able to produce a variety of common Terran foods, though meat remains a relative rarity due to the resources it consumes during production. The diet of citizens of Himeo is, however, less plant-based than an Eridanian’s diet – mining, after all, requires a lot of calories.&lt;br /&gt;
===Education===&lt;br /&gt;
Education on Himeo is provided at a municipal level, and is generally regarded as high-quality for the frontier. However it lags behind the Solarian Alliance&#039;s Jewel Worlds and Middle Ring, and those Himeans that wish to learn specialized sciences such as xenobiology often travel off the planet to Xanu or further afield. Despite this Himeo is famous for its ability to produce talented engineers, and atmospheric technicians. But due to a lack of corporate presence in the system, most of these individuals remain on Himeo and are rarely immediately hired by off-planet entities.&lt;br /&gt;
==Architecture and Construction==&lt;br /&gt;
The architecture of Himeo is very distinctive and is essentially unique to Himeo: the major settlements of Himeo are all built underground due to the environment of Himeo itself. While the initial cities were dug out of mine tunnels and intended to last mere decades, rather than centuries, the tunnel systems have been expanded and revamped over the centuries to resemble kinds of subterranean metropolises built on top of one another, with some of the larger cities stretching as far vertically as they do horizontally. While some of these tunnels can be massive, a typical residential tunnel in an underground city tends to have a clearance of around twenty feet in order to allow for rail traffic. Light is a constant issue in these tunnels, and many areas feature slightly dim lighting conditions. As such, many Himeans suffer from light sensitivity.&lt;br /&gt;
&lt;br /&gt;
Cities on Himeo, due to being entirely underground, universally feature extremely well-maintained, advanced, and robust atmospheric systems that are maintained around the clock by the individual city’s Civil Atmospherics Service (CAS). Fuel-burning generators or machines are extremely rare in Himeo: the most common method of transit underground is via an extensive underground rail system that connects all major cities. All cities on Himeo are connected by this exceedingly complicated and very well-developed rail network, in which tunnels can stretch for thousands of kilometers as they snake around the planet. A job in the railway service is seen as very prestigious on Himeo, and its staff are known for their high quality. Electric power is often provided by burning the local ore deposits in factories, which vent their waste gasses to the surface via vents – some of which can stretch for hundreds of meters as they lead their way to the surface.&lt;br /&gt;
&lt;br /&gt;
What buildings that are on the surface of Himeo must, by demand, be extremely sturdy or built into a natural wind barrier. Surface buildings are typically rounded to avoid wind damage, and feature very few windows. These shuttle ports of Himeo are generally built upon its plains, and are mostly underground. A wind shield typically surrounds a heavy-duty “wind gate” in the middle of the shields, which opens or closes to let vessels in. Travel on the surface of Himeo is generally done in extremely durable tracked vehicles fitted with enormous plows to fight through snow drifts that keep themselves low to the ground to avoid tipping over in the wind. Air travel aside from interstellar traffic is generally advised against, due to the severe weather of Himeo.&lt;br /&gt;
A group of relics that remains in use on Himeo to this day are the massive Hephaestus Industries tunneling and mining machines that the original colonists embarked with. These machines were built to last, and are still in use to varying extents to this very day – with, of course, a great deal of modifications to keep them operational and effective. They typically fall under the authority of individual cities, though some factories operate them, and have storied histories. The machines are typically named and given some form of identifier on their chassis, in order to better distinguish them.&lt;br /&gt;
            &lt;br /&gt;
==Population and Major Cities==&lt;br /&gt;
The population of Himeo stands at roughly 1.5 billion citizens on the planet and 200 million in various orbital facilities as of the 2460 census, with the majority of its citizens residing in or around Himeo’s various urban centers. Most residents of Himeo are humans, either baseline or off-worlders, with some light populations of other species. Tajara are one of the most commonly seen alien species on Himeo, and are held in high regard on the planet: Zhan-Khazan and M’sai have found success on the planet as workers and surface scouts, respectively. Unathi and diona, due to the frigid temperatures and often dark conditions, are rarely seen. Skrell, as with most locations outside of the Federation, are rare. Vaurca are nearly unheard of. As with most areas in human space IPCs are an aspect of life in the system, with the proximity of the Techno-Conglomerate leading to a higher number of free IPCs in Himeo and its affiliated systems.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Magnitogorsk:&#039;&#039;&#039; The largest of all planetary cities, Magnitogorsk is home to almost everything one could hope for. The city features a booming ore processing industry famous for its high-quality products, and is home to the planet’s largest theater district. Magnitogorsk is where the headquarters of the Civil Rail Agency is located, and features a massive underground rail depot built into a natural cave.&lt;br /&gt;
Highland City: The largest interstellar port, Highland City has comparatively moderate weather by the standards of Himeo. A nearby mountain range shields the city from much of the planet’s hostile weather, and provides exceptional mineral wealth. Highland City’s location on these comparatively temperate plains means that it features more shuttle ports than any other city on Himeo, and features a port capable of receiving frigate-sized vessels.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cannington:&#039;&#039;&#039; A major industrial center, Cannington features expansive mines in and around itself that produce a significant amount of the mineral wealth the planet is known for. Streets in Cannington are generally a bit less well-organized than other cities as the city tends to rely more on pre-existing mineshafts for municipal development, rather than digging new tunnels. As a result, many districts in Cannington have been described as “somewhat confusing,” to navigate by foreigners.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kiruna:&#039;&#039;&#039; The center of government and academic life, Kiruna is renowned for its academies and longstanding tradition of civil service. Most government agencies have their headquarters within the city, particularly along the Street of Himeo’s People – a major tunnel full of government structures along its length that features a rare sight on Himeo: Terran flora.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ryti Station:&#039;&#039;&#039; An old, outdated, and entirely functional spaceborne processing facility that now serves as the main hub of trade in Himeo, and the dockyard of its fleet. It has a population of roughly 200,000 with a mix between off-world humans, baseline humans, and some rare aliens. The station itself has been slowly expanded over the centuries, and now finds itself the home of Himeo’s admiralty.&lt;br /&gt;
            &lt;br /&gt;
==Clothing==&lt;br /&gt;
Clothing on Himeo is, by demand, practical and extremely rugged – designed to endure a harsh environment and last for a long time. Much of it features multiple layers, and very little skin is left exposed. Due to the lack of real animals on the planet synthetic furs are common, with Himeo’s furs being commonly referred to as “fish fur” on the galactic marketplace. Himeo’s clothing is prized for its ability to keep in warmth and its low-maintenance designs. Coloring and dyes are generally quite muted due to scarcity, though reflective materials are common for practical and aesthetic purposes. Many Himeans make patterns on their clothes using reflective material, causing their clothes to vibrantly light up in the low-light environments of Himeo’s cities. The recent introduction of alien species such as the tajara has seen new styles of “fur” coats emerge in the traditional Adhomaian style with Himeo touches – tajaran peacoats with reflective PRA flags are common amongst certain immigrants.&lt;br /&gt;
                        &lt;br /&gt;
==Military==&lt;br /&gt;
As a member of the Frontier Alliance, Himeo fields its own navy and military forces. The fleet is headquartered on Ryti Station, and its current flagship is the HDV Norilsk, a Hephaestus Industries-produced cruiser that accompanied the original colonists that has been slowly retrofitted and improved over the years. While Himeo&#039;s fleet has a strong core of retrofitted military or corporate-grade warships, most of its ships are civilian cargo vessels retrofitted to be “Himeo corvettes” – cargo ships with enough armor, guns, and engine strength to serve as improvised warships. These Himeo corvettes have recently been employed against Dominian privateers near Zaurghis to great success.&lt;br /&gt;
&lt;br /&gt;
The ground army of Himeo is referred to as the Planetary Guard, and is based on a municipality-by-municipality basis with each one sworn to defend one another in the event they were attacked. Much of the Guard&#039;s equipment has its roots in mining equipment, though the planet has a small-scale arms industry. The arrival of tajara on the planet has seen many joining the Planetary Guard and serving in its new surface units – volunteer structures that patrol along the surface of the planet and rescue the crews of downed spacecraft. Due to the extremely harsh nature of the surface, animals imported from Adhomai are highly valued by the troopers of the surface units, and tajara are often seen caring for them.&lt;br /&gt;
&lt;br /&gt;
==Character Examples==            &lt;br /&gt;
&#039;&#039;&#039;Characters from Himeo are Likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have light sensitivity.&lt;br /&gt;
* Have worked in mining, or a related industry.&lt;br /&gt;
* Be loyal to their coworkers.&lt;br /&gt;
* Have a distrust of Hephaestus Industries.&lt;br /&gt;
&lt;br /&gt;
Here is an example character from Himeo:&lt;br /&gt;
&lt;br /&gt;
* Lahja Soininen, 42, is a surgeon currently employed by Zeng-Hu Pharmaceuticals and contracted to the NSS Aurora. She is a very cooperative person, though she holds some secret reservations about the amount of control NanoTrasen holds over Tau Ceti.&lt;br /&gt;
* Lahja is 6&#039; flat with a thin build, shoulder-length black hair, and extremely pale skin.&lt;br /&gt;
* Lahja was a surgeon in Kiruna before departing the planet in 2454 due to a desire to spend her life in the sun, rather than underground. * She lives in a Zeng-Hu financed apartment in Mendell City&#039;s third district with her wife and adopted daughter.&lt;br /&gt;
* Lahja enjoys working alongside IPCs and skrell, but has a sharp dislike of unathi due to their reputations as pirates and slavers.&lt;br /&gt;
* Lahja speaks with a strong Himeo Common accent, but is otherwise fluent in Tau Ceti Basic.&lt;br /&gt;
&lt;br /&gt;
Here is another example character from Himeo:&lt;br /&gt;
&lt;br /&gt;
* Albert Burnett, 38, is an atmospheric technician currently working aboard the NSS Aurora. He is an easygoing and jovial man, though he was recently fined for getting into a verbal spat with a Hephaestus Industries representative over the common channel.&lt;br /&gt;
*Albert stands at slightly over six feet tall, with a quite muscular build. His black hair is short, and his blue eyes clearly struggle with bright lights.&lt;br /&gt;
* Albert recently moved from Himeo to Tau Ceti in order to earn more money, despite his friend warning that Tau Ceti would be worse to work in than Himeo. He lives alone on the Odin in a fairly small apartment, and is saving to move to Mendell.&lt;br /&gt;
* Albert enjoys working alongside tajara, particularly Zhan-Khazan, due to viewing them as hard workers. He has a hatred of unathi, who he views as pirates and slavers.&lt;br /&gt;
* Albert speaks with a very pronounced Himeo Common accent, but is otherwise fluent in Tau Ceti Basic. He speaks and writes passable Freespeak.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:Himeo.png&amp;diff=14314</id>
		<title>File:Himeo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:Himeo.png&amp;diff=14314"/>
		<updated>2020-03-10T18:22:42Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: A picture of the planet Himeo from space.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A picture of the planet Himeo from space.&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=14257</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=14257"/>
		<updated>2020-03-08T17:33:17Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* The Dominian Ideal */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = X&#039;yr Vharn&#039;p&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = Sol Common/Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|Imperial standard of Emperor Boleslaw Keeser and the Empire representing the three nation states of old Moroz. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Empire of Dominia==&lt;br /&gt;
&lt;br /&gt;
A  heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the X’yr Vharn’p system. This autocratic state is ruled by His Imperial Majesty Emperor Boleslaw Keeser I. The Empire of Dominia was proclaimed in 2437 by Unathi raiders and human nobles on the planet of Moroz, a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes a lifetime or more to pay off. Indebted citizens form an underclass in Dominia, but those in the Empire&#039;s core worlds are generally able to pay their debt off. Those that cannot are derogatorily referred to as Ma&#039;zals. Many in the Empire follow a strict code of honor. The Empire of Dominia is considered by many to be a threat to the sovereignty of frontier systems.&lt;br /&gt;
Imperial society is a society divided more by class than by species or ancestry. The Mor’iz’al blood debt is a very important part of Imperial society. The history of the planet of Moroz stretches back to the 22nd century. The core planets of the Empire are found in the X&#039;yr Vharn&#039;p System, with the middle empire forming the nearby systems. “In the Goddess’s Name, So Shall It Be Done” is the national motto, alongside the unofficial motto of “Democracy is a Codeword for Plutocracy.” The state religion of the Empire is led by the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law. The Empire remains diplomatically isolated, with little official representation in most areas.&lt;br /&gt;
&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
The total population of the Empire roughly nine billion based on the 2459 Imperial Census. This population is spread out over the Empire’s multiple systems. Citizens from the Inner Empire (Moroz, Sparta, Spartan Station, Lyoid Primary) tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunals power. Citizens within the Central Empire (Alterim Obrirava, Tribunal&#039;s Joy, Ignomni Balteulis, and Greensands) are considered to be more moderate yet still devout and loyal, primarily being Morozian colonists sent abroad.&lt;br /&gt;
Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to be lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier sujects have a reputation of being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions. For more information on Dominian Culture, see here.&lt;br /&gt;
====Moroz====&lt;br /&gt;
&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompasses around 70% of the planet’s surface. The seven major cities on the planet are connected by the Imperial Railroad, a popular activity being a round trip across the planet on this massive rail system. Most settlements are dotted around the equator of the world, though some outer villages and cities are located in the sparse, frigid northern regions. The citizens of these arctic regions are known for their endurance and survival skills causing many to be recruited into the Imperial Army. In recent years efforts have been made to reclaim the polar regions with the use of large Echelon Mirrors, large constructions which direct heat and sunlight into their local surrounding areas. These melt zones are then settled and cultivated. &lt;br /&gt;
&lt;br /&gt;
There is a growing rift between the &#039;original&#039; inhabitants of the polar regions whose rugged, survivalist lifestyle is being replaced by the ‘cushier’ urban migrants. Moroz is also home to the prestigious Juro School of Genetics and Bio-Sciences, a University focusing on genetic research and cross-species biology. Key tourist attractions include the polar tours, the Imperial Palace exterior with gardens and the four-meter phoron crystal statue of fifteen battle medal holder Immortal Tribunal Commando Kikari Azi in the Imperial Plaza.&lt;br /&gt;
&lt;br /&gt;
A specific faction of [[Freedom]], the Extrastellar Travel Union, calls this planet home. A desire to break the bluespace monopoly held by Nanotrasen, and a few other corporations is their primary goal.&lt;br /&gt;
&lt;br /&gt;
====Sparta====&lt;br /&gt;
&lt;br /&gt;
With 200 million people, Sparta has a thin but breathable atmosphere and largely unstable crust. It suffers from frequent natural disasters from earthquakes to volcanoes. Despite the violent geology making permanent habitation dangerous, the unstable crust contains an incredibly rich source of minerals and valuable ores that form the backbone of the local economy. Much of the steel and other metals used in the Imperial economy are mined here. The planetary capital, Raltabao, literally translated Red Castle, is home to the Imperial arsenal that it takes its name from.&lt;br /&gt;
&lt;br /&gt;
====Alterim Obrirava====&lt;br /&gt;
&lt;br /&gt;
Carrying around half a billion people and featuring a diverse biosphere and an environment similar to Earth’s, the population is rapidly growing after coming under Imperial control. In the capital of Ilstel, a bustling foreign merchant quarter can be found, with a diversity of goods to match the planet itself. After a proper government administration was established, surveys revealed that the planet may have been terraformed in the ancient past. Due to the secretive nature of the Imperial government there are no methods of confirming these claims of mysterious terraforming. &lt;br /&gt;
&lt;br /&gt;
====Alterim Balteulis====&lt;br /&gt;
&lt;br /&gt;
Often called by the equally popular name of Ignotum Balteum by the resident Unathi and populated by roughly 300 million, Alterim Balteulis is a dry world with a mixed climate of savannas, deserts and arid polar regions. The Temple of the Ancestors can be found in the planet&#039;s capital of Salstiliska. Many Unathi are known to dwell here and the Moroz Holy Tribunal&#039;s power is at it&#039;s most potent. The Tribunal&#039;s influence here can even surpass the Emperors imperial will in some cases. A popular attraction in the planet&#039;s capital is a large statue of a genetically modified kangaroo named Roger, one of the most popular figures in the planet&#039;s history, famed for his immensely muscular figure.&lt;br /&gt;
&lt;br /&gt;
====Sun Reach====&lt;br /&gt;
&lt;br /&gt;
A recent addition to the Empire, Sun Reach is the least populated major world in the Empire, with around 500 thousand people. The planet, taking its name from its largest settlement, is itself mostly covered in primitive algae with a low level of biodiversity - a young world.&lt;br /&gt;
&lt;br /&gt;
====Other Worlds====&lt;br /&gt;
&#039;&#039;&#039;Lyoid Primary&#039;&#039;&#039; - Mining colony based on Moroz&#039;s airless moon Lyoid. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spartan Station&#039;&#039;&#039; - High orbit merchant and mining station above the planet Sparta. Has a high concentration of secondary [[Offworlder Humans]].&lt;br /&gt;
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&#039;&#039;&#039;Mo&#039;zal Station&#039;&#039;&#039; - Prison station located on the edge of Dominian space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribunal&#039;s Joy&#039;&#039;&#039; - Colony based in central Dominian space. Self sufficient economy exporting large quantities of lumber and livestock/meat to the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greensands&#039;&#039;&#039; - Colony based in the inner regions of Dominian space. An Empire dependent import colony whose main export is minerals and metals, namely largely radioactive fuels. Named after the uranium rich yellow/green sands across large parts of the world.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zal&#039;laken&#039;&#039;&#039; - Colony based in the outer regions of Dominian space. Empire dependent import colony whose main purpose is as a strategically important location for military maneuvers. It has a booming Thunderdome community and hosts both death match tournaments and standard holo-tournaments. Its economy is largely service based.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Dominia accepts the Galactic Credit like the rest of the galaxy, but to the Sol Alliance and NanoTrasen&#039;s frustration Dominian systems continue to use the Imperial Pound as a local currency, a currency backed in precious metals by the Imperial Bank of Moroz. There is incredible stratification of living standards in the Empire. There is a very large underclass in Imperial society formed by non-Morozian imperial subjects (Ma&#039;zals) which are allocated by the Emperor every year to the major houses. These indebted laborers are used for all sorts of labor, from farming, to industrial work, to accounting, craftsmanship, and more. &lt;br /&gt;
The Great Houses are very powerful movers in the Imperial economy, dominating several key industries such as defense, agriculture, banking, and research. These quasi-corporations are some of the largest employers. The middle class in the Empire, largely consisting of freemen, is small but expanding as parts of the still isolated Empire begin to integrate into a larger galactic economy. Much of the middle class comes from former Fisanduh, and is concentrated in the few large cities.&lt;br /&gt;
Defense industries, raw resource production, and agriculture are the largest sectors of the Empire&#039;s economy, with recent years&#039; modernization efforts making the latter two increasingly lucrative. Consistent expansions of the Imperial Military&#039;s budget have seen a rapid growth in all types of equipment production and research for the Army and Navy, a sector dominated by houses Han&#039;San and Zhao.&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
===Ethnic Groups===&lt;br /&gt;
* 76% Morozian Humans&lt;br /&gt;
* 20% Ma&#039;zal Humans&lt;br /&gt;
* 3.0% Unathi&lt;br /&gt;
* 1.0% Alien (Skrell, Tajara, Dionae, Other)&lt;br /&gt;
The state religion is the Moroz Holy Tribunal.&lt;br /&gt;
Dominians, especially members of Houses, follow a strict code of honor similar to that found in Unathi culture. For more information see: [[Dominian Honor]]&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all consuming imperial bureaucracy. The &#039;&#039;&#039;Imperial Cabinet&#039;&#039;&#039; and &#039;&#039;&#039;Imperial Diet&#039;&#039;&#039; are major parts of the government.&lt;br /&gt;
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====Imperial Cabinet====&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
&lt;br /&gt;
*High Lord General of the Army: Kasz Han’San (Unathi)&lt;br /&gt;
*Colonel-in-Chief of the Special Operations Group: Maxillius Alze (Human)&lt;br /&gt;
*High Lord-Admiral of the Navy: Maxim Zhao (Human)&lt;br /&gt;
*High Seneschal: Ngo Juric (Human)&lt;br /&gt;
*Chief Commissioner of the Imperial Military: Eliza Han’San (Human)&lt;br /&gt;
*Chief Commissioner of Economic Development: Izla Caladius (Human)&lt;br /&gt;
*Chief Commissioner of Imperial Sovereignity: Oalz Es’zala (Unathi)&lt;br /&gt;
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===Imperial Diet===&lt;br /&gt;
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The Imperial Diet, composed of the House of Lords and the Lords-Spiritual, is the origin of legislation in the Imperial government. While Emperor Keeser rules with absolute authority, capable of rewriting law with unchecked power, the normal legislative operations of the government are handled within the House of Lords. The Diet is where the Emperor has the most direct way of coordinating with and hearing the concerns of the aristocracy, but as the absolute monarch it is the Emperor’s privilege to completely sideline the Diet if he so wished - but this would be dangerous. &lt;br /&gt;
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The members of the House of Lords appointed by the Emperor, while the Lords-Spiritual are appointed by the Tribunal. The House of Lords handles secular matters, while the Lords-Spiritual handles religious matters. When the lines between these two become blurred, matters are normally decided personally by the Emperor.&lt;br /&gt;
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===Planetary Governance===&lt;br /&gt;
Lord-Generals represent the Emperor’s imperial will on the different territories held by the Empire, each with their own sprawling bureaucratic system under them to assist in governance. Appointed from the ranks of the prominent generals of the Imperial Army, these skilled and loyal soldiers govern in the Emperor’s name, with vast authority to achieve the goals set by the Emperor and the Imperial Diet. These governor-generals also command Army units garrisoned in their provinces.&lt;br /&gt;
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===[https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia_Great_Houses Great Houses]===&lt;br /&gt;
A moniker for the fi[[The Lost House|ve]] most prominent Houses in the Empire, these families are some of the most powerful political and economic influences in the Empire. They currently consist of:&lt;br /&gt;
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*&#039;&#039;&#039;House Han&#039;San&#039;&#039;&#039;- House Colors: Green Shades - A Unathi dominated house. Largely a military and martial clan, it provides a large number of officers to the Imperial Military.&lt;br /&gt;
*&#039;&#039;&#039;House Volvalaad&#039;&#039;&#039; - House Colors: Blue, Black - A Human dominated house. This house&#039;s wealth is in genetics and biological research with many of its Minor Lords previously belonging to the Biological Augmentalists of the ATLAS group. Of all the Great Houses, House Volvalaad is the biggest supporter of the empires integration into the wider galactic community.&lt;br /&gt;
*&#039;&#039;&#039;House Kazhkz&#039;&#039;&#039; - House Colors: Orange, Red, Yellow - A Unathi dominated house. The wealth of the clan is in its privateer enterprise. Of all the Great Houses, House Kazhkz is the most against the empires integration into the wider galatic community.&lt;br /&gt;
*&#039;&#039;&#039;House Caladius&#039;&#039;&#039; - House Colors: Purple Shades - A Human dominated house. This house&#039;s power lies in its money lending and banking, alongside it&#039;s many land holdings for which is receives a breathtaking sum in rent money.&lt;br /&gt;
*&#039;&#039;&#039;House Zhao&#039;&#039;&#039; - House Colors: White, Gray - A Human dominated house. The power of this great house sits in farming and its numerous naval contacts. &lt;br /&gt;
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&#039;&#039;&#039;The Peerage, Noble Orders, and Titles&#039;&#039;&#039;&lt;br /&gt;
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A mixture of prestigious, now defunct hereditary titles left over from the previous nation-states of Moroz, wealthy land-owners, powerful aristocrats, and new appointments by the Emperor, these are respected individuals are at the peak of Dominian society, recognized with these honorary titles.&lt;br /&gt;
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Several honorary groups, ranging from knightly orders to civil exist, serving to recognize like-minded individuals or famous contributions to the Empire. Some of these are the Order of Ilyizev, the Knightly Order of Moroz, the Royal Order of the Feather, and the so-called &#039;Steel Sabers&#039;. The Steel Sabers are a prominent group of young, martially minded political radicals, pushing for militarily expansionist policies.&lt;br /&gt;
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===Judicial===&lt;br /&gt;
Judges in the Empire act as representatives of the Emperor, meting out justice in view of the laws and edicts in their appointed individual districts. They are chosen by the Emperor, with candidates normally being suggested by the dominant Great House in the area. Legal disputes unable to be decided by judges are referred to the Emperor himself.&lt;br /&gt;
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&amp;lt;div id=&amp;quot;EoDHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
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===Initial Colonization===&lt;br /&gt;
The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the X&#039;yr Vharn&#039;p system, so named after an ancient crystal artifact of massive size and value found near the initial landing site. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engine that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
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But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years - the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
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The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that were surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony - unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
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===The Forgotten Colony===&lt;br /&gt;
After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
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At Landing Site Fisanduh - the name of the mountainous region in which they had settled - the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment, and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederated States of Fisanduh were formed. To the members of the Confederacy there was no such thing as a Primary, Secondary, of Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederated States are primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
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At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel were taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
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At Landing Site Telminia two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance were, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
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By 2300 these three groups had grown significantly from their original sizes. The Confederated States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occassional expedition due to the hostile attitude of the Holy Kingdom - occupying western areas surrounding the mountain range - and Imperial Alliance - occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2395.&lt;br /&gt;
&lt;br /&gt;
===2395 - The War of Moroz===&lt;br /&gt;
Lasting a period of almost forty years, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devestated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it rapidly became a stalemate when the mountain range was reached by Coalition forces. The Confederacy was on its home terrain, had fortified the passes through the mountains heavily, and was not willing to give territory up to what its citizens viewed as bloodthirsty imperialist invaders. The full might of the Confederated State&#039;s industrial economy was brought to bear to produce the materials needed to defend its harsh mountainous environments, with factories producing everything from winterized uniforms to artillery shells, while the Coalition turned its biological prowess towards beating their way through the mountains. The foundation of the modern geneboosted Primaries, often-titanic examples of humanity stretching upwards of seven feet into the air, originate from this effort to produce more effective soldiers.&lt;br /&gt;
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While the Coalition tried their best to break through, they could not. Shell after shell of artillery rained down from the Fisanduh Mountains as the war continued, turning the foothills were assaults would originate from into blasted moonscapes where the very ground became poisoned from residual gunpowder and un-exploded munitions. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and what the Confederated States viewed as a war for their very existence. One side would not stop until their conquest was over, and the other side intended to fight until the bitter end. The Confederated States were diverting more and more of their economy towards the war as the years turned to decades, and were approaching a kind of white peace as the Coalition became more and more worn down by reports of losses for what they saw as very little gain. Then, in 2437, after forty-two years of war, the balance of power shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
===The Lightning War===&lt;br /&gt;
In late 2436 the Imperial Alliance and Holy Kingdom, worn down by nearly forty years of continuous fighting, made a desperate move. House Zhao was confident in its ability to launch a functional spaceship after decades of research alongside House Volvalaad with the aim of seeking support for their holy war outside of the system. A Captain from the Holy Kingdom, Stanislav Olkhovsky, was chosen for his exceptional faith in the Morozian Holy Church - the colonial religion of the Alliance and Kingdom, descended from Eastern Orthodoxy. As Captain Olkhovsky and his crew launched, they were firm in their faith that they would find somebody (or something) to aid them. After several months of drifting, they were hailed by the pirate fleet of S’kraskin Seryo. Using a human pirate to interpret from Tradeband to Tau Ceti Basic, Captain Olkhovsky laid out his requests of Seryo. They would help them gain victory over the Confederacy in return for land, power, and the ability to establish two great houses upon Moroz. Seryo, with the devastation of the contact war fresh in his mind and the prospect of an entire planet to potentially rule, agreed.&lt;br /&gt;
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Upon arriving in the capital of the Imperial Alliance, Nova Luxembourg, Captain Olkhovsky and Seryo were hailed as agents of the divine Goddess themselves and greeted as a sign of divine favor over the Confederacy&#039;s forces. The Confederated States, for their part, prepared for the assault of this new species. However this did not prepare them for an orbital assault by the unathi on all their major cities, including their capital of Neubach. The government of the Confederated States never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and send its government and military into an insurgency. The last Prime Minister of the Confederated States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederated States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; This spirit of defiance continues up until the present day. The Imperial forces that came to occupy the former Confederated States after this lightning assault reported no resistance whatsoever, but constant signs that the citizens of the region were preparing to stand against them. The army of the States had simply vanished, its factories had disappeared, and its citizenry had ripped up road signs across the territory.&lt;br /&gt;
The second phase of the so-called &amp;quot;Lightning War&amp;quot; was more cultural than military. Seryo, realizing what power he held over the native population of the planet due to being seen as the &amp;quot;Goddess&#039; herald&amp;quot; by the more religious segments of the society, exploited his status to crown himself the &amp;quot;Goddess&#039; chosen ruler&amp;quot; of the newly-proclaimed Empire of Dominia. The years that followed his coronation on the 29th of June, 2437, would be a time of great change for Moroz. However, not all change was to be for the better.&lt;br /&gt;
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===The Reign of Emperor Seryo I===&lt;br /&gt;
In order to reign over an entire planet rather than a pirate fleet, Emperor Seryo I needed trusted advisors he could rely upon. These advisors became the first Lords of House Han&#039;San and House Kazkhz. These Great Houses had the influence and power needed to strengthen the throne, and were major contributors to the Imperial Alliance&#039;s monarchy and class system being spread throughout most of the planet outside of the former Confederated States - now cut off behind their heavy mountain ranges and mostly deserted (or so it would seem). The Moroz Holy Tribunal additionally originated in this period, thanks to the influence of the Unathi houses. However, despite his talented advisors, Emperor Seryo turned out to be anything but competent. He was vain, cruel, and utterly unable to manage a real economy. Within months of his ascent to the throne, the heads of House Han&#039;San and House Khahkz were running the fledgling Empire of Dominia, and within a year&#039;s time they were conspiring with some human-dominated houses to overthrow the new Emperor in favor of one that would be more qualified. After some political maneuvering, Emperor Seryo was removed from the throne politically rather than violently. The heads of House Han&#039;San and House Khahkz were each poised to take the throne, yet neither did. In their greed to ascend to the throne, the great lords of both house sent assassins after one another, and both were successful, killing both soon-to-be rulers. With these two powerful lords dead due to their own hubris and greed, Unathi saw no clear successor to the throne. Humans, however...&lt;br /&gt;
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===The Ascent of Emperor Boleslaw Keeser I===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
Boleslaw Keeser was, during the course of the War of Moroz, a freeman of the Imperial Alliance that rose to prominence due to his abilities as a manager of rail networks. Eventually, by 2432, he had rose to be Minister of Transportation for the Imperial Alliance - and, in the process, had earned a significant fortune for himself as well as a multitude of noble connections. There were many attempts by the human Great Houses to induct his family into their ranks, but all were rejected. With the victory of the Imperial Alliance over the Confederated States apparent in mid 2437, Keeser opted to finally accept an invitation to a great house, becoming Lord Boleslaw Zhao before Goddess and man. In the vacuum of power following the departure of Seryo I from the imperial throne, the relatively young, intelligent, and influential Zhao managed to quickly maneuver himself into the imperial throne to the absolute joy of his House. However, Boleslaw did something unexpected - he rejected his Zhao surname and took up the name Keeser once more, in order to demonstrate that the Emperor owed fealty to none of the GreatHouses and that all would be considered equal in the eyes of the throne. Though there were grumbles of discontent from House Zhao, Keeser I was able to outmaneuver his opponents via control of the economy and Imperial Army, and by staying on the good side of all other Great Houses. The Dominian Empire, under the keen mind of Keeser, has seen a period of absolute prosperity in the decades since his ascent. There are, however, problems in the homeland.&lt;br /&gt;
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====The Imperial Occupation of Fisanduh====&lt;br /&gt;
In the meantime settlers of the Fisanduh region from the greater Empire became extremely rare, due to massive hostility from the native population. Settlers often reported having bricks thrown through their windows, effigies of Keeser burnt on their properties, were typically declined employment in Fisanduh-run businesses, and saw extremely low rates of attendance at Tribunal festivities and churches. The Fisanduh town of Vasychevo is well-known for having a church attendance of zero non-Imperial citizens, until its church was shuttered fifteen years after its establishment. The initial Imperial bureaucrats and clergy sent to Fisanduh often returned demoralized and infuriated (and often complaining that citizens of the former Confederated States would refuse to give them the time of day). Most pettily, a Tribunalist priest once claimed that a Fisanduh supply truck had opted to move fifty Kilometers under the speed limit in a no passing zone, causing him to be two hours late to a sermon. This was not an isolated incident, as Fisanduh was ful of these signs of defiance - some large and noble, some small and petty.&lt;br /&gt;
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In an attempt to bring their new province under control, the Empire escalated by sending firebrands to Fisanduh. These firebrands found very little success at best, and death at worst. The situation in Fisanduh continued to escalate as the 2430s, then the 2440s, dragged on. The Empire had a poor foothold at best, and there were rumors that the Fisanduh resistance (now, by this point, violent) reached further than the Empire knew. When Emperor Keeser attempted to formally enforce control in 2440 via an order to convert to the Holy Tribunal at the sword enforced by the Imperial Army, fears about the capabilities of the Fisanduh resistance would be found to have underestimated the resistance.&lt;br /&gt;
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====The Fisanduh Freedom Front====&lt;br /&gt;
Active from 2437 to the present day as part of Plan SCRAM, the FFF (or 3F to some), the Fisanduh Freedom Front entered into a period of mustering for almost fifteen years following the defeat of the Confederated States in open battle, gradually building up their strength. The Freedom Front is rumored to have been active formally since the day the Confederated States fell, they reemerged dramatically in 2440. While the order formally came into effect on 15 November, 2440, its enforcement was intended to take place starting on the twentieth of the same month to allow the Imperials a chance to celebrate Navy Day. On November 18th two Imperial Navy light cruisers - the Arbiter and Outrider - detonated violently in their drydocks in New Luxembourg. The Arbiter remained in its elevated drydock moorings, but the Outrider managed to slip out of its dry-dock after the first blast. Observers first reported the Outrider starting to slide out, then a massive explosion (later revealed to be its power magazine) split the ship in two, with one half remaining attached to the dry-dock, while the other fell out of its moorings and into the naval armament plant beneath the dock, causing massive damage to the facility. The exact number of dead has never been revealed by the Empire of Dominia, though the cruisers were written off as unable to be salvaged. Shortly after the detonation, an organization known as the Fisanduh Freedom Front claimed responsibiity for the attacks, with a man identified as &amp;quot;Svetovid&amp;quot; standing in front of the Confederated State&#039;s flag claiming that more attacks would come if the Empire continued its efforts to subjugate Fisanduh. The Emperor, not wanting to lose face to what he saw as dishonorable terrorists, continued his efforts to subjugate Fisanduh.&lt;br /&gt;
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More attacks came. None were on the scale of the Navy Day attack, but they were a constant threat to the Empire in Fisanduh. Nail bombs arrived to important officials in Fisanduh, Tribunal temples were firebombed, buildings of the Imperial bureaucracy were detonated - some through car bombings, others through tunnels being physically dug beneath them. It became apparent that 3F was, despite Imperial efforts to pacify the province earlier, essentially the shadow government of the entire province. Many of 3F&#039;s fighters were veterans of the War of Moroz, and were still able to stand and fight despite their age. The &amp;quot;shadow state&amp;quot; supporting them was able to withstand the Imperial Army&#039;s efforts to root it out, proving to be extremely flexible and resilient. Losses on the part of the Imperial Army began to mount, and maimed soldiers marching back from Fisanduh became a common sight in the border provinces to it. The insurgency has continued since 2440 without signs of stopping, though it has waxed and waned. Throught the propaganda machine of the Empire, the greater body of Imperial citizenry began to hate 3F and the democractic movement it stood for. Through their brutal actions, the greater Empire became hated by Fisanduh. The intensity of the insurgency, and of the Imperial counter-campaign has wound down in the past seven years - Emperor Keeser has mostly withdrawn from Fisanduh, while 3F has decreased its activities outside of Fisanduh as the occupation has retreated. Present-day Fisanduh is an area that is, in many places, devastated by war. It remains an area of the Empire that most Imperials do not go to, and a source of conflict in the Imperial government. Should they attack Fisanduh again, or should they expand outwards?&lt;br /&gt;
&lt;br /&gt;
===The Reign of Emperor Keeser I===&lt;br /&gt;
Skillful work by Emperor Keeser has helped mend the seemingly insurmountable gap between the foreign Unathi and native Morozi population, united in a new loyalty under the Emperor and Tribunal. With constant public appearances, charity work, and speeches, all often hand in hand with an Unathi noble, he has, at least on the surface, healed the gap between the two species over the past several decades. An uneasy melding of Unathi and Human culture has begun to take place, though tension still exists beneath the surface...&lt;br /&gt;
With his consolidated power, Emperor Keeser has embarked upon numerous reforms and projects to improve the Empire. These range from research and infrastructure projects, military and naval expansions, to social and educational organization. In 2448, the Imperial Railroadwas completed, linking all of the major cities of Moroz together. Since its start in 2452, the Imperial Canal project to link the major inland seas has made steady progress.&lt;br /&gt;
A timeline of events in his reign follows:&lt;br /&gt;
In 2440 he opted to attempt to enforce Imperial control over the province of Fisanduh.&lt;br /&gt;
In 2443 he oversaw the creation of an outpost on Lyoid, Dominia’s moon. This served as a shipyard and stepping stone for Dominia to officially enter space. By 2444 Dominia’s growing military had begun expanding to nearby systems, starting with the planet of Alterim Obrirava.&lt;br /&gt;
In 2444 the large pirate fleet Corsairs of the Eternal Raid attacked Dominia, providing an opportunity for the untested Imperial Navy to cut its teeth, fighting them to a stalemate. The pirate fleet was absorbed into the Dominian navy by treaty as privateers in later in 2444.&lt;br /&gt;
In 2445 the Coalition of Colonies officially forms the “Coalition Against Dominian Piracy”; an additional pact between its members that would target Dominia financially and diplomatically after Boleslaw announced it would enter into a defensive pact with neighboring pirate fleets.&lt;br /&gt;
In 2446 NanoTrasen officially entered into trade talks with the Dominian government, focusing on free trade and the so-called “pirate issue”. The talks broke down and a year later the Imperial Government condemned NanoTrasen, saying they would never do business with the corporation due to irreconcilable differences. They released several dramatic documents alleging genetic experimentation and human mistreatment in remote NanoTrasen labs, which NanoTrasen denied as ridiculous. With their business with NanoTrasen cut off, Dominia is forced to purchase its bluespace capable vessels and its entire supply of phoron through third party vendors.&lt;br /&gt;
In 2448 a formal embargo is enacted against Dominia by the Coalition of Colonies and over a hundred affiliated Frontier systems. The embargo restricts the Empire’s access to phoron and bluespace capable ships. Cut off, the Empire is forced to rely on its backup warp engines, which drastically reduce their capability of traveling between star systems as they nurse their dwindling resources. This chain of events has dramatically reinforced calls for self-sufficiency and autarky within the Empire.&lt;br /&gt;
In 2450 Emperor Boleslaw declared involuntary servitude illegal, still leaving the much larger system of the Mo’ri’zal debt in place. In response, the embargo against Dominia is lifted by the Frontier organizations and Tau Ceti ends its own travel ban on Dominia, officially allowing its citizens to travel to and work outside the Empire. Coincidentally, reports show that the end of slavery came as Dominia’s phoron reserve was down to a month’s supply.&lt;br /&gt;
In 2451 Necropolis Industries officially announced its partnership with Dominia would start in June of 2451, though some independent observers noted that facilities resembling Necropolis ones had existed on the planet since early 2440.&lt;br /&gt;
In 2452 the Emperor once again entered talks with NanoTrasen at the behest of House Volvalaad, ultimately resulting in the corporation and Imperial government reaching an agreement regarding trading and piracy. The opening of Dominia to the greater market of NanoTrasen has allowed for the Imperial Navy to rapidly expand its capabilities in the past decade, though the fully assembled Coalition of Colonies Deep-Space Fleet still outclasses it badly according to recently released figures.&lt;br /&gt;
In 2455 Emperor Keeser began a gradual withdraw from Fisanduh, having seen defeat in its mountainous territories. The province reverts to the droll Imperial title of &amp;quot;semi-autonomous region.&amp;quot; He instead opts to expand the Empire&#039;s borders in the void of space (in order to save face, according to some critics), and begins a campaign of conquest and colonization.&lt;br /&gt;
In 2462 the Emperor continues to reign over Dominia: a young empire with bubbling internal strife.&lt;br /&gt;
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==Dominian Society==&lt;br /&gt;
&lt;br /&gt;
===Primaries===&lt;br /&gt;
The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederated States) of this social class are not typically found in Fisanduh due to its lack of a nobility, and can reach heights of six feet in both genders.&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
Average Female Height: 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
Dominian Unathi also fall into the category of &amp;quot;Primaries&amp;quot;. They are usually descendants of the Unathi raiders who invaded Moroz or recent immigrants from the Hegemony.&lt;br /&gt;
&lt;br /&gt;
===Secondaries===&lt;br /&gt;
Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population, but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries from outside Fisanduh tend to be smaller and thinner than their counterparts in Fisanduh, and Secondaries as a whole tend to be smaller than Primaries (though there are exceptions). Secondaries represent a more diverse social class than the Primaries do, but are a part of the same ethnic group as the Primaries. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederated States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 5&#039;9&amp;quot; (add three to four inches if from Fisanduh)&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;4&amp;quot; (add three to four inches if from Fisanduh)&lt;br /&gt;
&lt;br /&gt;
===Ma&#039;zals===&lt;br /&gt;
A blanket term used to refer to those citizens -  or subjects - of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Ma&#039;zals that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals are also often conscripted into the Imperial Army or Imperial Navy, and can be found throughout the Empire.&lt;br /&gt;
&lt;br /&gt;
===Morozian Humans===&lt;br /&gt;
Called either Dominians (a general descriptor commonly used outside and inside of the Empire), Confederates (referring time those from Fisanduh), or Imperials (a derogatory term for Dominians) the human population of Dominia is a diverse yet highly class-based society. Morozian humans are descended from a United Nations colonization effort and their ancestors came from all across the Earth. Old divisions of nationality have been burnt away by both time and distance from Earth, and the Morozians are now divided into two major social groups: Primaries, the upper class, and Secondaries, the commoners. It is not uncommon for Secondaries to be elevated to the rank of Primary within the Empire, and many Morozians believe that with hard work and the favor of the Goddess anyone can reach the ranks of the nobility.&lt;br /&gt;
&lt;br /&gt;
===Geneboosting===&lt;br /&gt;
A technique dating back to the War of Moroz, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used for improving the Imperial Army&#039;s officer corps, before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. This form of genetic modification is limited to the nobility due to the high cost, and has only been in use among the Dominian primaries belonging to rich houses during the past thirty-five years. The effects lead to enhanced attributes and appearances. Geneboosted playable species tend to be a foot or so taller than average (upwards of seven to seven and a half feet for humans) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s preexisting gene boosting techniques have not yielded results.&lt;br /&gt;
&lt;br /&gt;
===Dominian Heads of Staff===&lt;br /&gt;
Due to the relative isolation of the Empire, combined with its fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard NanoTrasen facilities such as the NSS Aurora. Those that do pass through the hurdles needed to become a head of staff are typically considered to be liberals (or, alternatively, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad. Nevertheless, they must still go through a great amount of orientation in order to adapt to life in Tau Ceti. Dominian captains are generally not hired by NanoTrasen, due to the Empire emerging onto the galactic stage recently and concerns that Dominians, with their atypical views, would poorly represent NanoTrasen on the galactic stage. Loyalty implants are considered acceptable under the thirty-third edict.&lt;br /&gt;
===The Dominian Ideal===&lt;br /&gt;
The “Dominian Ideal” refers to a belief that - through faith and loyalty in both throne and altar - one can overcome their circumstances of birth and become a true Dominian. Immigrants are generally rare, despite this Ideal, and those that do aspire to the deal are often imperial subjects from recently occupied territories that have opted to bend the knee. In many circles in the Empire’s more recently conquered territories, the Idealists are viewed as the worst form of traitors. In the Coalition of Colonies and Republic of Elyra, the Dominian Ideal is often viewed as just another form of Dominian slavery.&lt;br /&gt;
&lt;br /&gt;
===[[Languages]]===&lt;br /&gt;
Several languages are spoken in the Empire of Dominia. Among the aristocracy, speaking a fluent Tradeband or Tau Ceti Basic is seen as part of a good upbringing, while Unathi in the Empire speak Sinta&#039;Azaziba, the archaic form of Sinta&#039;Unathi. The middle and lower classes speak a regional dialect of Sol Common known as Vulgar Morozi, which to foreign listeners sounds archaic and formal. Imperial citizens who did not speak Basic from birth often speak in an overly formal and somewhat slow manner because of this. Many burghers in the middle class speak Tradeband to some degree. Freespeak is detested in the Empire, being associated with barbarism and corruption. It is often referred to with the pejorative of &#039;gutter&#039;.&lt;br /&gt;
&lt;br /&gt;
===The Mo’ri’zal===&lt;br /&gt;
&lt;br /&gt;
Each citizen incurs a personal debt to the Emperor at birth for the privileges of citizenship in the Empire, a sum assessed per person at birth, but usually high enough to require nearly a lifetime of labor. &#039;&#039;&#039;This practice has been criticized as merely a polite form of serfdom by foreign observers.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite this heavy burden, there are benefits to Dominian citizenship. A degree of healthcare, education, and assistance are guaranteed, especially for those who perform better then average according to the calculations of the labyrinthine Imperial bureaucracy. &lt;br /&gt;
&lt;br /&gt;
===Imperial Aristocracy===&lt;br /&gt;
&lt;br /&gt;
The elite of Imperial society, these wealthy and influential families enjoy the best opportunities and lifestyles available in the Empire. The five most prominent of these, known as the Great Houses, are some of the most powerful influences in Dominia, with vast wealth and sweeping control of industry. Alongside them are numerous Minor Houses, which range wildly in size. Aristocratic Houses are a unique blend of oligarchy combined with a structure similar to that of mercantile families and Unathi clans. &#039;&#039;&#039;These influential houses are not feudal nobility. The distinguishing difference between the aristocracy and freemen is sufficient wealth to pay off their children’s Mo’ri’zal debt at birth.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They are led by a Lord Noble, below which are the Minor Lords, followed by House Nobles, and finally Minor Nobles on the bottom. Each House has a share of the Mo’ri’zal debt allocated to them based upon need and importance. This allocation takes the form of the debtors, Ma’zals, which are used by the Houses as labor.  Previously, the Houses were able to purchase and own slave labor, but this was decreed illegal by Imperial edict in 2460. &#039;&#039;&#039;All ‘nobles’ of a house share the same last name. If part of a House, players will only be able to play as a House Noble or lower. Players can either be a member of a Great House or their own Minor House.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The small and growing middle-class of the Empire, consisting of citizens no longer burdened by the Mo’ri’zal debt but not members of a Great or Minor House. Permitted to vote in local elections, own property, and pursue any lifestyle they see fit, Freemen form the backbone of skilled labor in the Empire, with many achieving a college education and often working outside the Empire. It is not unheard of for these citizens to be adopted into a House, becoming members of the aristocracy. This is usually based upon demonstrating some use as well as sharing values with the House in question, though it is sometimes accomplished through cronyism.&lt;br /&gt;
&lt;br /&gt;
===Tribunal Commandos===&lt;br /&gt;
&lt;br /&gt;
An evolution of the Unathi concept of the Guwandi, in the event that a citizen becomes mortally ill, finds themselves lacking the pride, honor, drive to live, or simply become tired of their lot in life, forfeit their possessions and join the religious Tribunal Commandos, a near-suicidal military unit under the Tribunal and Imperial Military’s dual authority. Acting as the vanguard, distractions, and expendable forces, members of the Commandos are expected to die. A dishonored person who joins the Commandos is considered to have regained his reputation while serving in the unit, whether they survive or die in combat.&lt;br /&gt;
&lt;br /&gt;
It is not uncommon for young men and women with no real prospects to join the Tribunal Commandos, for a multitude of reasons. A Commando who survives an engagement is awarded a square, bronze battle medal. When ten are accrued, the soldier is offered a choice to remain as a soldier of the Tribunal Commando or be honorably discharged. Many members of the secretive Special Operations Group are recruited from the few surviving Commandos. Survivors are allowed to keep their medals and earn the title Ten Medal ‘Immortal Commando of the Tribunal’ as well as being inducted into the Order of Immortals. Surviving members also have their debt, and their children’s debt for two generations, removed with no conditions attached. &#039;&#039;&#039;A soldier who survives ten engagements is very rare.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===House Relations===&lt;br /&gt;
&lt;br /&gt;
To most within the Empire all of the aristocratic houses would appear to be unified under the Emperor and the Tribunal. The reality - known to those in the mid to upper levels of the aristocracy and the few citizens they interact with - is one of secret proxy wars and assassination. Most if not all houses strive for Great House status and the favor of the Emperor. As such, aristocratic houses tend to engage each other in secret conflict in attempt to usurp as much power as possible, be this through subtle economic embargo (over charging a competing house for critical services) low-key military interference (blockading a competitors space ports under the guise of policing) or house &amp;quot;accidents&amp;quot; (the heir to a house being poisoned by peoples unknown, a private shuttle experiencing unexpected engine failure). The Emperor and the Tribunal are aware of this and the Tribunal in particular goes to great lengths to ensure the masses are kept oblivious to this. Direct and obvious house competition is met with the wrath of the Imperial Military. &amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;~~+_&#039;&#039;:@~@~HOUse__HaRadis_---_liVEs&#039;[[}+_&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Synth Relations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I&#039;m real! Just like any of you! Please Goddess save me! I&#039;m real!&amp;quot; Last words of Shell IPC T2332 aka Lì Olesk before permanent shut down, praise Goddess.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dominia is highly anti-synth stemming from it&#039;s relation to the Sk&#039;akh faith, as such any and all IPC&#039;s are sought out and destroyed upon entering Dominia space. Interestingly to observers, there seems to be a disproportionately high number of shell IPC&#039;s present in the sector compared to those beliefs. Special task forces have been set up under Section 0 to tackle this perceived threat to Dominia yet it is still not unknown for shells to flee the system in search of protection.&lt;br /&gt;
&lt;br /&gt;
Due to recent interstellar laws placed on Dominia as a result of the embargo by the &amp;quot;Coalition Against Dominian Piracy&amp;quot;, reported political dissidents seemed to have dropped to practically zero. However, an unprecedented rise in shells have been reported in the area shortly afterwards, with numbers of registered shells into the system not matching the reported numbers, but Dominia administration insists it&#039;s the work of Synthetic Liberation Front. They have been less than forthcoming with an evidence to back this claim however and the SLF have not come forward and reported any interest in Dominia, though given the reported nature of these shells (primarily in espionage, again according to Dominia), this is not entirely unexpected.&lt;br /&gt;
&lt;br /&gt;
Imperial citizens working abroad in human space often interact with synthetics. In foreign lands Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
&lt;br /&gt;
===Edict Breakers===&lt;br /&gt;
&lt;br /&gt;
Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space however, due to the nature of The Thirty Third Edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near passive-harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the law breaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
&lt;br /&gt;
==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from the Empire of Dominia are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have deeply religious views.&lt;br /&gt;
* Worship their state religion, the Moroz Holy Tribunal&lt;br /&gt;
* Have a strong dislike of Synthetics and robots.&lt;br /&gt;
* Have a strong dislike of those from the former Confederated States.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters from the former Confederated States are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Hold different religious views than their Imperial counterparts.&lt;br /&gt;
* Have been involved in the insurgency against the Empire.&lt;br /&gt;
* Have a strong dislike of unathi.&lt;br /&gt;
* Have an exceptionally strong dislike of Dominians.&lt;br /&gt;
* Be refugees from Moroz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unathi Characters specifically are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Speak Sinta&#039;Azaziba but not Sinta&#039;Unathi&lt;br /&gt;
* Worship their state religion, the Moroz Holy Tribunal&lt;br /&gt;
* Look down upon Unathi from the Izweski Nation/Izweski Hegemony&lt;br /&gt;
* Be more relaxed around humans and human culture.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Belai Janstane, 31, is a Station Engineer for NanoTrasen. He is a genial with those he knows and a hard worker.&lt;br /&gt;
* Janstane, like most Secondaries, is of average height at 5’7” with black eyes and closely trimmed black hair. Although he isn’t muscle-bound, he is lithe from many years of manual labor.&lt;br /&gt;
* Janstane, like the majority of Dominians, follows the Tribunal relatively devoutly, with a milder view of most Edicts. Hailing from the capital of Nova Luxembourg, he is descendant from several generations of freeman.&lt;br /&gt;
* Janstane, like all devout Dominians, loathes synthetic life. He has a positive view of Dominian Unathi, with a dislike of most other species.&lt;br /&gt;
* Janstane speaks Tau Ceti Basic with a fair grasp of Sol Common.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a second example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Seliza Kazhkz, 22, is a Cargo Technician for NanoTrasen. She is driven when she sets her mind to something, but often lazy.&lt;br /&gt;
* Kazhkz is an average 6’4”, with dark red eyes and dark green scales to match. Like many Unathi, she is relatively muscular.&lt;br /&gt;
* Kazhkz is a devout follower of the Tribunal subscribing to the Kael’kah school. She is from Alterim Balteulis, and is the child of some of the first Unathi to land in the now Empire, learning many important sailing skills from her parents. She is a Minor Noble.&lt;br /&gt;
* While viewing humans relatively positively, Kazhkz dislikes any distinctly Moghean Unathi.&lt;br /&gt;
* Kazhkz speaks Tau Ceti Basic and Sinta’Azaziba.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here is a third example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Aisha Kuanyshova, 52, is a chief medical officer for NanoTrasen. She is a hawkish woman with an eye for quality originally from the Confederated States. After fleeing Moroz, she opted to settle in the Coalition of Colonies.&lt;br /&gt;
* Kuanyshova is an average 5&#039;6&amp;quot;, with dark brown eyes and graying black hair. She is quite thin, and has a prosthetic right hand produced by Zeng-Hu.&lt;br /&gt;
* Kuanyshova is, like most Confederates, an atheist. She is from the suburbs of Neubach, and distinctively remembers the War of Moroz.&lt;br /&gt;
* Kuanyshova despises Dominians and unathi, but has fairly liberal views on synthetic life.&lt;br /&gt;
* Kuanyshova speaks Tau Ceti Basic and Sol Common, along with rusty and badly-accented Tradeband.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moroz_Holy_Tribunal&amp;diff=14195</id>
		<title>Moroz Holy Tribunal</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moroz_Holy_Tribunal&amp;diff=14195"/>
		<updated>2020-02-26T12:04:18Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* Tribunal Doctorine */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
[[File:Moroz Tribunal Symbol.png|thumb|&amp;quot;The Eye&amp;quot;, Holy symbol of the Tribunal representing the &#039;four corners&#039; of the universe with a central &#039;eye&#039; of the Tribunal watching all. Necklaces of the symbol usually leave the central &#039;eye&#039; capable of rotation.]]&lt;br /&gt;
&amp;quot;Our gift is the divine, theirs the mundane&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A rapidly expanding religion that borrows from largly from the [[Unathi_Religion#Sk.27akh|Sk&#039;akh]] religion founded by former High Lord Precentor, Tribune Lien Jakaab and former Sk&#039;akh Priest, Tribune Kasam Kaelesi. Worship revolves around a gender neutral supreme being known commonly as &amp;quot;Goddess&amp;quot; in all languages. As a gender neutral God the being is often called &#039;he&#039; or &#039;she&#039; interchangeably to represent that she/he is a collection of all the faithful. The elites of the religion are made up of the Tribunal who commune directly with the &amp;quot;Goddess&amp;quot;. From their communions, the Tribunal create edicts to be followed by the faithful. Disobeying an edict can be met with the death penalty in the worse case, typically by firing squad or ritual suicide. It is rumored by the faithful that the Tribunal possess psionic powers gifted to them by the &amp;quot;Goddess&amp;quot;.  Like Sk&#039;akh, the Goddess can be either male or female and is often called Three of One because the spirits combine into three minor aspects within the Goddess: the Soldier, the Scholar, the Artisan. These three spirits are personifications of the most important aspects of Dominia society. Tribunal priests agree that all three are equally important, and that malign spirits can be attracted by an imbalance in the Great Three. Priests often stress the importance of balance, both in matters of spirit as well as in society and personal life just as they do in the Sk&#039;akh.&lt;br /&gt;
&lt;br /&gt;
Followers of the Tribunal believe that upon death the faithful edict abiding followers are joined with the Goddess directly and become part of the Goddess. Faithless or &amp;quot;evil&amp;quot; people simply cease to exist upon death. They also believe that it is possible to communicate with the dead through prayer. The Tribunal also believes that malign spirits and demonic entities exist and that their priesthood is gifted with divine powers with which these entities can be fought and beaten. &#039;&#039;&#039;Interestingly the Tribunal is a common religion not just among Dominians but also the major relgion of pirate [[Unathi]] who follow the religion (albeit quite loosely) by virtue of their acceptance and continuous interaction with the Empire.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though not having a holy book per se the priesthood utilise the &amp;quot;Tribunal Codex&amp;quot; which contains the latest up-to-date edicts and litanies. Priests of the church are allowed to marry.&lt;br /&gt;
&lt;br /&gt;
==The Priesthood==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Initiate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initiates are those who have felt the calling of the Goddess through the Tribunal. After applying for entry at a temple Initiates undergo an interview which both clarifies if the applicant really wants to join the Tribunal as well as their knowledge regarding the faith and their qualifications. Finally the Initiate undergoes a series of exams. This process usually takes upwards of a month and if the applicant is successful, they are inducted into the Tribunal as an Initiate. And Initiate&#039;s life is that of study and general menial work - ranging from clerical office activities and public speaking to manual labour such as maintaining Tribunal facilities. Every year the Initiate is expected to complete a written exam alongside a thesis relating to the faith. This is marked by the Priests. After three years have passed and the Initiate has all three exams and defended their thesis&#039;s successfully, then they are inducted into the ranks of the Priests. Initiates are expected to wear white robes or any white clothing and apply red paint around their eyes and ears to represent &amp;quot;watching&amp;quot; and &amp;quot;listening&amp;quot; to lessons taught. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priest/Priestess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Priests are expected to administer to the faithful and as such are assigned to a position somewhere within or without the Empire to perform religious rites and to watch over the faithful. This is especially important outside the Empire where Priests also act  as watch dogs to ensure Dominia citizens are keeping faith. Many Priests choose to branch off into either scholarly or military pursuits. Many Priests believe it is their duty to remain combat effective in defence of the faith and assist military units to this end as Chaplains, where as others further refine the faith through academic study. If a Priest deems them self worthy they can petition the High Priests to enter their ranks. This prospective Priest should be able to demonstrate their advanced knowledge of the faith and their commitment to it through either their academic or militaristic contributions. Friends in high places don&#039;t hurt either. If a High Priest chooses to sponsor the applicant then their application will be presented at a yearly meeting of the High Priests and the Holy Tribunes. The High Priests will then vote on who they would like to enter their ranks with the Holy Tribunes holding veto powers over the affair. If the Priest is voted to be raised higher then they will be inducted into the ranks of the High Priests. They are expected to be clad in red and gold robes/clothing and always wear red paint around their eyes with a strip of red paint an inch wide running from their bottom lip to their chin. The red paint around the eyes representing the eyes of the Tribunal and the red paint on the chin the mouth or &amp;quot;words&amp;quot; of the Tribunal. The priests tend to carry staves made of steel clad in carved obsidian or in some cases steel anthames with obsidian blades. The obsidian, though difficult to shape due to its brittleness, is used due to its warding properties - the Tribunal believes it can protect against evil spirits and creatures. It&#039;s customary for the priests to powder or paint their faces white however most priests of the Primaries class tend to leave their tanned complexions on show to demonstrate their &amp;quot;superior genetics&amp;quot;. Unathi priests also wear red paint around their eyes with the two vertical red lines - around an inch thick - beginning on both sides of their muzzle, joining under their &amp;quot;chin&amp;quot;. Priests can be of any gender. In recent times there has been a large number of priests heading outside of Dominian space to spread the faith, a large number of which have begun working as Chaplains amongst the Trans-stellar Corporations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Edict Keeper&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A role within the Tribunal that ensures Priests and the faithful keep to the edicts, Edict Keepers are devout students of Tribunal law and interpretation. They also seek out and punish edict breakers and are those assigned to &#039;shutdown&#039; synths. Keepers are supported by religious soldiers called Saviors due to the belief that their activities save those who have strayed from the grace of the Tribunal. These soldiers carry out any physical punishments meted out in accordance with the edicts. Due to the need for strength, many Saviors tend to be Unathi or Gene-boosted humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Priest/Priestess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The High Priests/Priestesses control the church across various sectors dependent on the number of faithful in that area. Understandably there are a considerable number of High Priests/Priestesses localized within the Empire. At present only one oversees the faithful within Biesel, High Priest Sas&#039;lan Kazhkz, who operates out of the Biesel Grand Temple within the House Volvalaad estate located in Mendell City.&lt;br /&gt;
&lt;br /&gt;
High Priests/Priestesses garb themselves in much the same way as Priests. It&#039;s customary for High Priests/Priestesses to choose to embody and aspect of the Goddess. This is reflected in the style of robe with those that embody the Soldier incorporating a ceremonial breastplate or armor, those that embody the Artisan having much more functional robes for the crafts and labor  and finally those that embody the Scholar having more clinical robes for the sciences. There is no hard and fast rule on how a High Priest/Priestess might stylize their robes so long as they keep the sacred gold color. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Holy Tribune&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Numbering four all together, the Holy Tribunes commune directly with the Goddess and receive instructions directly from it. On the basis of instructions given they produce new Holy Edicts to be followed by the faithful. They are the supreme authority and wield immense power across the Empire and beyond.  &#039;&#039;&#039;WIP&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Tribunal Doctrine==&lt;br /&gt;
&lt;br /&gt;
One of the foundations for the Tribunals beliefs is that &#039;&#039;&#039;the soul is the actual person&#039;&#039;&#039;, and the body is a vessel it inhabits. &lt;br /&gt;
&lt;br /&gt;
For robotics, the Tribunal believes that &#039;&#039;&#039;synthetic parts cannot possess a soul&#039;&#039;&#039; as such synthetic limbs are highly frowned upon. To the Tribunal the concept of borgification is to have your soul sent &amp;quot;to oblivion&amp;quot; and cease to exist. &lt;br /&gt;
&lt;br /&gt;
The Tribunal believe &#039;&#039;&#039;true AI in the form of positronics and the like to be an abomination.&#039;&#039;&#039; The church believes that as they have no link to the Goddess they benefit from no positive influence from the Goddess or the ancestors and so are intrinsically and irredeemably evil, acting as magnets to malign spirits and demonic entities. Not only this, but they see it as an attempt by the Goddess&#039; creation to elevate themselves to the level of the Creator. Only the Goddess can create souls, and to make an inherently soulless creation is evil and arrogant beyond all measure. They often make reference to the [https://wiki.aurorastation.org/index.php?title=Skrell_History#The_Glorsh_Rebellion Glorsh Rebellion] as an example of the end result of allowing true AI to exist. &lt;br /&gt;
&lt;br /&gt;
The Tribunal believes that when a body is &#039;&#039;&#039;cloned&#039;&#039;&#039; that the soul is snatched out of the spirit realm and put back inside the body. So cloning is not creating a new person but a continuation of the same individual. &lt;br /&gt;
&lt;br /&gt;
Burial rites require the body to be treated with respect and any open wounds sealed or cauterized. A priest oversees a funeral process and gives a sermon on the individual, which are traditionally communal affairs, assuring the attendees that the individual in question has joined with the Goddess. If a person dies and is cloned then the former body is simply an empty, rather useless vessel, and should be disposed of as soon as possible. &lt;br /&gt;
&lt;br /&gt;
Because the soul is separate from the vessel that is the physical body, it is accepted that a &#039;&#039;&#039;soul could have been given a body of the different sex&#039;&#039;&#039; when developing before birth. This means that a particularly strong-willed female with aspirations to enter a traditionally masculine field could be said to have the soul of a man trapped in a woman&#039;s body and visa versa. &lt;br /&gt;
&#039;&#039;&#039;Non-traditional relationships&#039;&#039;&#039; are largely irrelevant to the Tribunal with same sex relationships accepted by the mainstream. Depending on a person&#039;s social status or family non-traditional relationships may be frowned upon but by and large no one especially cares. &lt;br /&gt;
&lt;br /&gt;
The Tribunal defines relationships under either &#039;&#039;&#039;Lust&#039;&#039;&#039; (physical desire), &#039;&#039;&#039;Love&#039;&#039;&#039; (romantic desire), or &#039;&#039;&#039;Dutiful&#039;&#039;&#039; (proper desire) in the a similar way to the Sk&#039;akh however with amendments.  The Tribunal preaches against &#039;&#039;&#039;Lust&#039;&#039;&#039; becoming more important to its followers than their &#039;&#039;&#039;Dutiful&#039;&#039;&#039; relationships. However a &#039;&#039;&#039;Dutiful&#039;&#039;&#039; relationship does not necessarily mean to have children, but further your master, your house and the Empire. In this way one must choose relationships which best enables those three things. &#039;&#039;&#039;Love&#039;&#039;&#039; should be approached cautiously as it has the potential to fall into &#039;&#039;&#039;Lust&#039;&#039;&#039; but the same potential to boost a &#039;&#039;&#039;Dutiful&#039;&#039;&#039; relationship. One can love and lust after their arranged marriage partner which is &#039;&#039;&#039;Lust&#039;&#039;&#039;, &#039;&#039;&#039;Love&#039;&#039;&#039; and &#039;&#039;&#039;Dutiful&#039;&#039;&#039; relationship in balance.&lt;br /&gt;
&lt;br /&gt;
==Key Edicts==&lt;br /&gt;
&lt;br /&gt;
It&#039;s important to note that edicts relate to religious law not state law. Stealing for example is covered by state law, not edicts. Though breaking an edict can lead to a death penalty as per the first edict, the church  usually settles for some form of penance ranging from fines to corporal punishment or entry into  the Tribunal Commandos. The edicts themselves have been interpreted differently by members of the Priesthood but the main schools of thought are &amp;quot;Jak&#039;akh&amp;quot; named after Tribune Lien Jakaab and the more aggressive &amp;quot;Kael&#039;kah&amp;quot; after Tribune Kasam Kaelesi. Jak&#039;akh is the most commonly followed across the Empire where as Kael&#039;kah tends to be followed by those in the frontier regions of Dominia and on Alterim Balteulis. &#039;&#039;&#039;An antag Dominian may follow a much more violent interpretation of the edicts known as &amp;quot;Nul&#039;akh&amp;quot; or just &amp;quot;Nul&amp;quot; in which the breaking of an edict is punishable by death in all cases and that the thirty third edict - Respect the laws of other Empires etc should be interpreted literally - it only applies within other &amp;quot;Empires&amp;quot; and as such, would not matter in Tau Ceti.&#039;&#039;&#039; Nul&#039;akh is considered an embarrassment by the church. Below are some key edicts. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Edict:&#039;&#039;&#039; The Tribunals edicts are absolute. Breaking of an edict is punishable by death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: -Can- be punished with death but not always. A lighter form of punishment such as fines and imprisonment are usually preferable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: -Can- be punished with death but not always. Corporal punishment (flogging) is usually preferable.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Second Edict:&#039;&#039;&#039; Praise the Goddess in all that you do, and bless those who assist you in your workings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Keep the Goddess and the ancestors in your heart and be respectful to those around you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Actively thank the Goddess and the ancestors for their aid mentally and verbally. Actively give blessings to those around you where appropriate (they helped you, they helped others etc).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Third Edict:&#039;&#039;&#039; Spread the good news of the Goddess in all that you do, that all may receive her blessings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Proselytize through your good works and deeds, with words if appropriate, that all may be redeemed and made better under her light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Actively spread the news of the Goddess, that all may be redeemed and made better under her light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Twelfth Edict:&#039;&#039;&#039; All synthetic life forms within Dominia space shall be sought out and destroyed where found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: All synthetic life forms within Dominia space shall be sought out and brought into custody to be tried in Tribunal court. If they can&#039;t be brought in then they should be destroyed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: All synthetic life forms within Dominia space shall be sought out and destroyed on sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Twenty Second Edict:&#039;&#039;&#039; Do not partake of any food raw or tainted with blood.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: You should not eat raw meat or fish unless you have to.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: You should not eat raw meat or fish, even if it means starving.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Thirty Third Edict:&#039;&#039;&#039; Respect the laws of other Empires but worry not as they shall soon be brought into the Tribunals benevolent reach. &lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Don&#039;t break the law of other civilisations. If you do, seek forgiveness from the ancestors and hand yourself into the host civilisations authorities.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Don&#039;t break the law of other civilisations. If you do, seek forgiveness from the ancestors and either return to Dominia to be punished or seek out a Tribunal Priest to seek their forgiveness and follow their directions. Color the area around your eyes black as a sign of regret until instructed to stop by a Priest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Thirty Ninth Edict:&#039;&#039;&#039; Those who escape the divine courts judgment must be destroyed where found.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Anyone who runs from punishment or judgment should be sought out and encouraged to go back into church custody peacefully. If that is not possible then they will sadly need to be forced. This is not glorious nor joyful and those who run should be mourned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Anyone who runs from punishment or judgment should be sought out and handed back into church custody. If that is not possible then they will need to be destroyed. Those who run deserve this fate and should not be mourned.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Forty First Edict:&#039;&#039;&#039; It is pleasing before God that whomever has the honor to enter a room first be the last to leave.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: If you enter a room with a group of people, it is desirable to leave last unless there are many people.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: If you enter a room with a group of people, you should be the last to leave barring it causing serious harm.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Fiftieth Edict:&#039;&#039;&#039; Lies are abhorrent before God, especially those told for personal gain.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Lying for personal gain should always be avoided, though lying may be excused in other circumstances.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Lying for personal gain is especially abhorrent, and lies should be avoided unless they are necessary to prevent harm to God&#039;s faithful.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Sixty Third Edict:&#039;&#039;&#039; Animals, while below the rest of His creation, are still made by God. They should not be treated cruelly or wasted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: While hunting is permissible as long as the meat is not wasted, animals should not be pointlessly mistreated..&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: All parts of an animal who is hunted should be used in some way, and any form of willful mistreatment toward an animal is abhorrent.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The One Hundredth Edict:&#039;&#039;&#039; Those who escape the divine courts judgment and flee outside Dominia space should be encouraged to return and confess so they might face divine judgment. In death they shall be absolved. It is the duty of all the holy to encourage those that flee to return to us, so that they might be forgiven.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Jak&#039;akh Interpretation: Anyone who runs from punishment or judgment outside of Dominia space should be sought out and encouraged to go back into church custody peacefully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Kael&#039;kah Interpretation: Anyone who runs from punishment or judgment should be sought out and handed back into church custody if this is legal within the space the edict breaker has entered. If that is not possible then they will need to be encouraged to go back into church custody peacefully but aggressively. Any who run deserve this fate. Do not mourn them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Litanies==&lt;br /&gt;
&lt;br /&gt;
The holy litanies tend to be phrases spoken by the faithful of the Tribunal during there day to day lives or by Priests during sermons. They are usually repeated until whatever situation they were spoken for has passed. Key litanies are listed below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Litany of Protection&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used when in danger or when about to be put in danger.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess through the Tribunal,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal through me,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess protects,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal protects,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I am immortal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Litany of Concentration&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used when there is a need to focus on a pressing task whilst ignoring distractions. It is to be repeated slowly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My mind is water,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guide my thoughts.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The litany is sometimes spoken once and the below then repeated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Flowing.&#039;&#039;&lt;br /&gt;
&#039;&#039;Flowing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Litany of Combat&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used when in combat or prior to combat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess gives,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal sees,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I keep faith,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I have no fear,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I have no mercy,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Thus I have no regrets.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The litany is sometimes shortened in combat for ease as below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only Faith,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No fear,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No mercy,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No regret.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Litany of Holy Dedication to the Immaculate Tribunal under the Goddess&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Used during religious &amp;quot;dedications&amp;quot; (worship).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Empire&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Under the Goddess,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whom through the Tribunal, reigns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Goddess.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Tribunal.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We serve the Goddess fully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without reserve.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Faithfully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without question.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without hesitation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;One Empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Under the Goddess,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Worshippers Say:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Whom through the Tribunal reigns.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Priest Says:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess bless the Immortal Empire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goddess bless us all.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=14177</id>
		<title>Empire of Dominia</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=14177"/>
		<updated>2020-02-24T20:32:12Z</updated>

		<summary type="html">&lt;p&gt;BoryaTheSlayer: /* The Ascent of Emperor Boleslaw Keeser I */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Infobox Species&lt;br /&gt;
 |Species = Dominian&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Dom410x320.png&lt;br /&gt;
 |System = X&#039;yr Vharn&#039;p&lt;br /&gt;
 |World  = Dominia&lt;br /&gt;
 |Language = Sol Common/Sinta&#039;Azaziba&lt;br /&gt;
 |Politic = Empire of Dominia&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|Imperial standard of Emperor Boleslaw Keeser and the Empire representing the three nation states of old Moroz. ]]&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDGeneral&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
==The Empire of Dominia==&lt;br /&gt;
&lt;br /&gt;
A  heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the X’yr Vharn’p system. This autocratic state is ruled by His Imperial Majesty Emperor Boleslaw Keeser I. The Empire of Dominia was proclaimed in 2437 by Unathi raiders and human nobles on the planet of Moroz, a colony which had been isolated for hundreds of years. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes a lifetime or more to pay off. Indebted citizens form an underclass in Dominia, but those in the Empire&#039;s core worlds are generally able to pay their debt off. Those that cannot are derogatorily referred to as Ma&#039;zals. Many in the Empire follow a strict code of honor. The Empire of Dominia is considered by many to be a threat to the sovereignty of frontier systems.&lt;br /&gt;
Imperial society is a society divided more by class than by species or ancestry. The Mor’iz’al blood debt is a very important part of Imperial society. The history of the planet of Moroz stretches back to the 22nd century. The core planets of the Empire are found in the X&#039;yr Vharn&#039;p System, with the middle empire forming the nearby systems. “In the Goddess’s Name, So Shall It Be Done” is the national motto, alongside the unofficial motto of “Democracy is a Codeword for Plutocracy.” The state religion of the Empire is led by the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law. The Empire remains diplomatically isolated, with little official representation in most areas.&lt;br /&gt;
&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
The total population of the Empire roughly nine billion based on the 2459 Imperial Census. This population is spread out over the Empire’s multiple systems. Citizens from the Inner Empire (Moroz, Sparta, Spartan Station, Lyoid Primary) tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunals power. Citizens within the Central Empire (Alterim Obrirava, Tribunal&#039;s Joy, Ignomni Balteulis, and Greensands) are considered to be more moderate yet still devout and loyal, primarily being Morozian colonists sent abroad.&lt;br /&gt;
Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to be lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier sujects have a reputation of being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions. For more information on Dominian Culture, see here.&lt;br /&gt;
====Moroz====&lt;br /&gt;
&lt;br /&gt;
The capital planet the Empire with roughly 13 billion residents. The planet is largely dominated by its large polar circles which encompasses around 70% of the planet’s surface. The seven major cities on the planet are connected by the Imperial Railroad, a popular activity being a round trip across the planet on this massive rail system. Most settlements are dotted around the equator of the world, though some outer villages and cities are located in the sparse, frigid northern regions. The citizens of these arctic regions are known for their endurance and survival skills causing many to be recruited into the Imperial Army. In recent years efforts have been made to reclaim the polar regions with the use of large Echelon Mirrors, large constructions which direct heat and sunlight into their local surrounding areas. These melt zones are then settled and cultivated. &lt;br /&gt;
&lt;br /&gt;
There is a growing rift between the &#039;original&#039; inhabitants of the polar regions whose rugged, survivalist lifestyle is being replaced by the ‘cushier’ urban migrants. Moroz is also home to the prestigious Juro School of Genetics and Bio-Sciences, a University focusing on genetic research and cross-species biology. Key tourist attractions include the polar tours, the Imperial Palace exterior with gardens and the four-meter phoron crystal statue of fifteen battle medal holder Immortal Tribunal Commando Kikari Azi in the Imperial Plaza.&lt;br /&gt;
&lt;br /&gt;
A specific faction of [[Freedom]], the Extrastellar Travel Union, calls this planet home. A desire to break the bluespace monopoly held by Nanotrasen, and a few other corporations is their primary goal.&lt;br /&gt;
&lt;br /&gt;
====Sparta====&lt;br /&gt;
&lt;br /&gt;
With 200 million people, Sparta has a thin but breathable atmosphere and largely unstable crust. It suffers from frequent natural disasters from earthquakes to volcanoes. Despite the violent geology making permanent habitation dangerous, the unstable crust contains an incredibly rich source of minerals and valuable ores that form the backbone of the local economy. Much of the steel and other metals used in the Imperial economy are mined here. The planetary capital, Raltabao, literally translated Red Castle, is home to the Imperial arsenal that it takes its name from.&lt;br /&gt;
&lt;br /&gt;
====Alterim Obrirava====&lt;br /&gt;
&lt;br /&gt;
Carrying around half a billion people and featuring a diverse biosphere and an environment similar to Earth’s, the population is rapidly growing after coming under Imperial control. In the capital of Ilstel, a bustling foreign merchant quarter can be found, with a diversity of goods to match the planet itself. After a proper government administration was established, surveys revealed that the planet may have been terraformed in the ancient past. Due to the secretive nature of the Imperial government there are no methods of confirming these claims of mysterious terraforming. &lt;br /&gt;
&lt;br /&gt;
====Alterim Balteulis====&lt;br /&gt;
&lt;br /&gt;
Often called by the equally popular name of Ignotum Balteum by the resident Unathi and populated by roughly 300 million, Alterim Balteulis is a dry world with a mixed climate of savannas, deserts and arid polar regions. The Temple of the Ancestors can be found in the planet&#039;s capital of Salstiliska. Many Unathi are known to dwell here and the Moroz Holy Tribunal&#039;s power is at it&#039;s most potent. The Tribunal&#039;s influence here can even surpass the Emperors imperial will in some cases. A popular attraction in the planet&#039;s capital is a large statue of a genetically modified kangaroo named Roger, one of the most popular figures in the planet&#039;s history, famed for his immensely muscular figure.&lt;br /&gt;
&lt;br /&gt;
====Sun Reach====&lt;br /&gt;
&lt;br /&gt;
A recent addition to the Empire, Sun Reach is the least populated major world in the Empire, with around 500 thousand people. The planet, taking its name from its largest settlement, is itself mostly covered in primitive algae with a low level of biodiversity - a young world.&lt;br /&gt;
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====Other Worlds====&lt;br /&gt;
&#039;&#039;&#039;Lyoid Primary&#039;&#039;&#039; - Mining colony based on Moroz&#039;s airless moon Lyoid. &lt;br /&gt;
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&#039;&#039;&#039;Spartan Station&#039;&#039;&#039; - High orbit merchant and mining station above the planet Sparta. Has a high concentration of secondary [[Offworlder Humans]].&lt;br /&gt;
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&#039;&#039;&#039;Mo&#039;zal Station&#039;&#039;&#039; - Prison station located on the edge of Dominian space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tribunal&#039;s Joy&#039;&#039;&#039; - Colony based in central Dominian space. Self sufficient economy exporting large quantities of lumber and livestock/meat to the Empire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Greensands&#039;&#039;&#039; - Colony based in the inner regions of Dominian space. An Empire dependent import colony whose main export is minerals and metals, namely largely radioactive fuels. Named after the uranium rich yellow/green sands across large parts of the world.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zal&#039;laken&#039;&#039;&#039; - Colony based in the outer regions of Dominian space. Empire dependent import colony whose main purpose is as a strategically important location for military maneuvers. It has a booming Thunderdome community and hosts both death match tournaments and standard holo-tournaments. Its economy is largely service based.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
Dominia accepts the Galactic Credit like the rest of the galaxy, but to the Sol Alliance and NanoTrasen&#039;s frustration Dominian systems continue to use the Imperial Pound as a local currency, a currency backed in precious metals by the Imperial Bank of Moroz. There is incredible stratification of living standards in the Empire. There is a very large underclass in Imperial society formed by non-Morozian imperial subjects (Ma&#039;zals) which are allocated by the Emperor every year to the major houses. These indebted laborers are used for all sorts of labor, from farming, to industrial work, to accounting, craftsmanship, and more. &lt;br /&gt;
The Great Houses are very powerful movers in the Imperial economy, dominating several key industries such as defense, agriculture, banking, and research. These quasi-corporations are some of the largest employers. The middle class in the Empire, largely consisting of freemen, is small but expanding as parts of the still isolated Empire begin to integrate into a larger galactic economy. Much of the middle class comes from former Fisanduh, and is concentrated in the few large cities.&lt;br /&gt;
Defense industries, raw resource production, and agriculture are the largest sectors of the Empire&#039;s economy, with recent years&#039; modernization efforts making the latter two increasingly lucrative. Consistent expansions of the Imperial Military&#039;s budget have seen a rapid growth in all types of equipment production and research for the Army and Navy, a sector dominated by houses Han&#039;San and Zhao.&lt;br /&gt;
&lt;br /&gt;
==Societal==&lt;br /&gt;
===Ethnic Groups===&lt;br /&gt;
* 76% Morozian Humans&lt;br /&gt;
* 20% Ma&#039;zal Humans&lt;br /&gt;
* 3.0% Unathi&lt;br /&gt;
* 1.0% Alien (Skrell, Tajara, Dionae, Other)&lt;br /&gt;
The state religion is the Moroz Holy Tribunal.&lt;br /&gt;
Dominians, especially members of Houses, follow a strict code of honor similar to that found in Unathi culture. For more information see: [[Dominian Honor]]&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all consuming imperial bureaucracy. The &#039;&#039;&#039;Imperial Cabinet&#039;&#039;&#039; and &#039;&#039;&#039;Imperial Diet&#039;&#039;&#039; are major parts of the government.&lt;br /&gt;
&lt;br /&gt;
====Imperial Cabinet====&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
&lt;br /&gt;
*High Lord General of the Army: Kasz Han’San (Unathi)&lt;br /&gt;
*Colonel-in-Chief of the Special Operations Group: Maxillius Alze (Human)&lt;br /&gt;
*High Lord-Admiral of the Navy: Maxim Zhao (Human)&lt;br /&gt;
*High Seneschal: Ngo Juric (Human)&lt;br /&gt;
*Chief Commissioner of the Imperial Military: Eliza Han’San (Human)&lt;br /&gt;
*Chief Commissioner of Economic Development: Izla Caladius (Human)&lt;br /&gt;
*Chief Commissioner of Imperial Sovereignity: Oalz Es’zala (Unathi)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Imperial Diet===&lt;br /&gt;
&lt;br /&gt;
The Imperial Diet, composed of the House of Lords and the Lords-Spiritual, is the origin of legislation in the Imperial government. While Emperor Keeser rules with absolute authority, capable of rewriting law with unchecked power, the normal legislative operations of the government are handled within the House of Lords. The Diet is where the Emperor has the most direct way of coordinating with and hearing the concerns of the aristocracy, but as the absolute monarch it is the Emperor’s privilege to completely sideline the Diet if he so wished - but this would be dangerous. &lt;br /&gt;
&lt;br /&gt;
The members of the House of Lords appointed by the Emperor, while the Lords-Spiritual are appointed by the Tribunal. The House of Lords handles secular matters, while the Lords-Spiritual handles religious matters. When the lines between these two become blurred, matters are normally decided personally by the Emperor.&lt;br /&gt;
&lt;br /&gt;
===Planetary Governance===&lt;br /&gt;
Lord-Generals represent the Emperor’s imperial will on the different territories held by the Empire, each with their own sprawling bureaucratic system under them to assist in governance. Appointed from the ranks of the prominent generals of the Imperial Army, these skilled and loyal soldiers govern in the Emperor’s name, with vast authority to achieve the goals set by the Emperor and the Imperial Diet. These governor-generals also command Army units garrisoned in their provinces.&lt;br /&gt;
&lt;br /&gt;
===[https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia_Great_Houses Great Houses]===&lt;br /&gt;
A moniker for the fi[[The Lost House|ve]] most prominent Houses in the Empire, these families are some of the most powerful political and economic influences in the Empire. They currently consist of:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;House Han&#039;San&#039;&#039;&#039;- House Colors: Green Shades - A Unathi dominated house. Largely a military and martial clan, it provides a large number of officers to the Imperial Military.&lt;br /&gt;
*&#039;&#039;&#039;House Volvalaad&#039;&#039;&#039; - House Colors: Blue, Black - A Human dominated house. This house&#039;s wealth is in genetics and biological research with many of its Minor Lords previously belonging to the Biological Augmentalists of the ATLAS group. Of all the Great Houses, House Volvalaad is the biggest supporter of the empires integration into the wider galactic community.&lt;br /&gt;
*&#039;&#039;&#039;House Kazhkz&#039;&#039;&#039; - House Colors: Orange, Red, Yellow - A Unathi dominated house. The wealth of the clan is in its privateer enterprise. Of all the Great Houses, House Kazhkz is the most against the empires integration into the wider galatic community.&lt;br /&gt;
*&#039;&#039;&#039;House Caladius&#039;&#039;&#039; - House Colors: Purple Shades - A Human dominated house. This house&#039;s power lies in its money lending and banking, alongside it&#039;s many land holdings for which is receives a breathtaking sum in rent money.&lt;br /&gt;
*&#039;&#039;&#039;House Zhao&#039;&#039;&#039; - House Colors: White, Gray - A Human dominated house. The power of this great house sits in farming and its numerous naval contacts. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peerage, Noble Orders, and Titles&#039;&#039;&#039;&lt;br /&gt;
	&lt;br /&gt;
A mixture of prestigious, now defunct hereditary titles left over from the previous nation-states of Moroz, wealthy land-owners, powerful aristocrats, and new appointments by the Emperor, these are respected individuals are at the peak of Dominian society, recognized with these honorary titles.&lt;br /&gt;
&lt;br /&gt;
Several honorary groups, ranging from knightly orders to civil exist, serving to recognize like-minded individuals or famous contributions to the Empire. Some of these are the Order of Ilyizev, the Knightly Order of Moroz, the Royal Order of the Feather, and the so-called &#039;Steel Sabers&#039;. The Steel Sabers are a prominent group of young, martially minded political radicals, pushing for militarily expansionist policies.&lt;br /&gt;
&lt;br /&gt;
===Judicial===&lt;br /&gt;
Judges in the Empire act as representatives of the Emperor, meting out justice in view of the laws and edicts in their appointed individual districts. They are chosen by the Emperor, with candidates normally being suggested by the dominant Great House in the area. Legal disputes unable to be decided by judges are referred to the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;EoDHistory&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
===Initial Colonization===&lt;br /&gt;
The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the X&#039;yr Vharn&#039;p system, so named after an ancient crystal artifact of massive size and value found near the initial landing site. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engine that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
&lt;br /&gt;
But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years - the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that were surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony - unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
&lt;br /&gt;
===The Forgotten Colony===&lt;br /&gt;
After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Fisanduh - the name of the mountainous region in which they had settled - the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment, and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederated States of Fisanduh were formed. To the members of the Confederacy there was no such thing as a Primary, Secondary, of Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederated States are primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel were taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At Landing Site Telminia two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance were, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
&lt;br /&gt;
By 2300 these three groups had grown significantly from their original sizes. The Confederated States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occassional expedition due to the hostile attitude of the Holy Kingdom - occupying western areas surrounding the mountain range - and Imperial Alliance - occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2395.&lt;br /&gt;
&lt;br /&gt;
===2395 - The War of Moroz===&lt;br /&gt;
Lasting a period of almost forty years, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devestated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it rapidly became a stalemate when the mountain range was reached by Coalition forces. The Confederacy was on its home terrain, had fortified the passes through the mountains heavily, and was not willing to give territory up to what its citizens viewed as bloodthirsty imperialist invaders. The full might of the Confederated State&#039;s industrial economy was brought to bear to produce the materials needed to defend its harsh mountainous environments, with factories producing everything from winterized uniforms to artillery shells, while the Coalition turned its biological prowess towards beating their way through the mountains. The foundation of the modern geneboosted Primaries, often-titanic examples of humanity stretching upwards of seven feet into the air, originate from this effort to produce more effective soldiers.&lt;br /&gt;
&lt;br /&gt;
While the Coalition tried their best to break through, they could not. Shell after shell of artillery rained down from the Fisanduh Mountains as the war continued, turning the foothills were assaults would originate from into blasted moonscapes where the very ground became poisoned from residual gunpowder and un-exploded munitions. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and what the Confederated States viewed as a war for their very existence. One side would not stop until their conquest was over, and the other side intended to fight until the bitter end. The Confederated States were diverting more and more of their economy towards the war as the years turned to decades, and were approaching a kind of white peace as the Coalition became more and more worn down by reports of losses for what they saw as very little gain. Then, in 2437, after forty-two years of war, the balance of power shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
===The Lightning War===&lt;br /&gt;
In late 2436 the Imperial Alliance and Holy Kingdom, worn down by nearly forty years of continuous fighting, made a desperate move. House Zhao was confident in its ability to launch a functional spaceship after decades of research alongside House Volvalaad with the aim of seeking support for their holy war outside of the system. A Captain from the Holy Kingdom, Stanislav Olkhovsky, was chosen for his exceptional faith in the Morozian Holy Church - the colonial religion of the Alliance and Kingdom, descended from Eastern Orthodoxy. As Captain Olkhovsky and his crew launched, they were firm in their faith that they would find somebody (or something) to aid them. After several months of drifting, they were hailed by the pirate fleet of S’kraskin Seryo. Using a human pirate to interpret from Tradeband to Tau Ceti Basic, Captain Olkhovsky laid out his requests of Seryo. They would help them gain victory over the Confederacy in return for land, power, and the ability to establish two great houses upon Moroz. Seryo, with the devastation of the contact war fresh in his mind and the prospect of an entire planet to potentially rule, agreed.&lt;br /&gt;
&lt;br /&gt;
Upon arriving in the capital of the Imperial Alliance, Nova Luxembourg, Captain Olkhovsky and Seryo were hailed as agents of the divine Goddess themselves and greeted as a sign of divine favor over the Confederacy&#039;s forces. The Confederated States, for their part, prepared for the assault of this new species. However this did not prepare them for an orbital assault by the unathi on all their major cities, including their capital of Neubach. The government of the Confederated States never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and send its government and military into an insurgency. The last Prime Minister of the Confederated States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederated States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; This spirit of defiance continues up until the present day. The Imperial forces that came to occupy the former Confederated States after this lightning assault reported no resistance whatsoever, but constant signs that the citizens of the region were preparing to stand against them. The army of the States had simply vanished, its factories had disappeared, and its citizenry had ripped up road signs across the territory.&lt;br /&gt;
The second phase of the so-called &amp;quot;Lightning War&amp;quot; was more cultural than military. Seryo, realizing what power he held over the native population of the planet due to being seen as the &amp;quot;Goddess&#039; herald&amp;quot; by the more religious segments of the society, exploited his status to crown himself the &amp;quot;Goddess&#039; chosen ruler&amp;quot; of the newly-proclaimed Empire of Dominia. The years that followed his coronation on the 29th of June, 2437, would be a time of great change for Moroz. However, not all change was to be for the better.&lt;br /&gt;
&lt;br /&gt;
===The Reign of Emperor Seryo I===&lt;br /&gt;
In order to reign over an entire planet rather than a pirate fleet, Emperor Seryo I needed trusted advisors he could rely upon. These advisors became the first Lords of House Han&#039;San and House Kazkhz. These Great Houses had the influence and power needed to strengthen the throne, and were major contributors to the Imperial Alliance&#039;s monarchy and class system being spread throughout most of the planet outside of the former Confederated States - now cut off behind their heavy mountain ranges and mostly deserted (or so it would seem). The Moroz Holy Tribunal additionally originated in this period, thanks to the influence of the Unathi houses. However, despite his talented advisors, Emperor Seryo turned out to be anything but competent. He was vain, cruel, and utterly unable to manage a real economy. Within months of his ascent to the throne, the heads of House Han&#039;San and House Khahkz were running the fledgling Empire of Dominia, and within a year&#039;s time they were conspiring with some human-dominated houses to overthrow the new Emperor in favor of one that would be more qualified. After some political maneuvering, Emperor Seryo was removed from the throne politically rather than violently. The heads of House Han&#039;San and House Khahkz were each poised to take the throne, yet neither did. In their greed to ascend to the throne, the great lords of both house sent assassins after one another, and both were successful, killing both soon-to-be rulers. With these two powerful lords dead due to their own hubris and greed, Unathi saw no clear successor to the throne. Humans, however...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Ascent of Emperor Boleslaw Keeser I===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
Boleslaw Keeser was, during the course of the War of Moroz, a freeman of the Imperial Alliance that rose to prominence due to his abilities as a manager of rail networks. Eventually, by 2432, he had rose to be Minister of Transportation for the Imperial Alliance - and, in the process, had earned a significant fortune for himself as well as a multitude of noble connections. There were many attempts by the human Great Houses to induct his family into their ranks, but all were rejected. With the victory of the Imperial Alliance over the Confederated States apparent in mid 2437, Keeser opted to finally accept an invitation to a great house, becoming Lord Boleslaw Zhao before Goddess and man. In the vacuum of power following the departure of Seryo I from the imperial throne, the relatively young, intelligent, and influential Zhao managed to quickly maneuver himself into the imperial throne to the absolute joy of his House. However, Boleslaw did something unexpected - he rejected his Zhao surname and took up the name Keeser once more, in order to demonstrate that the Emperor owed fealty to none of the GreatHouses and that all would be considered equal in the eyes of the throne. Though there were grumbles of discontent from House Zhao, Keeser I was able to outmaneuver his opponents via control of the economy and Imperial Army, and by staying on the good side of all other Great Houses. The Dominian Empire, under the keen mind of Keeser, has seen a period of absolute prosperity in the decades since his ascent. There are, however, problems in the homeland.&lt;br /&gt;
&lt;br /&gt;
====The Imperial Occupation of Fisanduh====&lt;br /&gt;
In the meantime settlers of the Fisanduh region from the greater Empire became extremely rare, due to massive hostility from the native population. Settlers often reported having bricks thrown through their windows, effigies of Keeser burnt on their properties, were typically declined employment in Fisanduh-run businesses, and saw extremely low rates of attendance at Tribunal festivities and churches. The Fisanduh town of Vasychevo is well-known for having a church attendance of zero non-Imperial citizens, until its church was shuttered fifteen years after its establishment. The initial Imperial bureaucrats and clergy sent to Fisanduh often returned demoralized and infuriated (and often complaining that citizens of the former Confederated States would refuse to give them the time of day). Most pettily, a Tribunalist priest once claimed that a Fisanduh supply truck had opted to move fifty Kilometers under the speed limit in a no passing zone, causing him to be two hours late to a sermon. This was not an isolated incident, as Fisanduh was ful of these signs of defiance - some large and noble, some small and petty.&lt;br /&gt;
&lt;br /&gt;
In an attempt to bring their new province under control, the Empire escalated by sending firebrands to Fisanduh. These firebrands found very little success at best, and death at worst. The situation in Fisanduh continued to escalate as the 2430s, then the 2440s, dragged on. The Empire had a poor foothold at best, and there were rumors that the Fisanduh resistance (now, by this point, violent) reached further than the Empire knew. When Emperor Keeser attempted to formally enforce control in 2440 via an order to convert to the Holy Tribunal at the sword enforced by the Imperial Army, fears about the capabilities of the Fisanduh resistance would be found to have underestimated the resistance.&lt;br /&gt;
&lt;br /&gt;
====The Fisanduh Freedom Front====&lt;br /&gt;
Active from 2437 to the present day as part of Plan SCRAM, the FFF (or 3F to some), the Fisanduh Freedom Front entered into a period of mustering for almost fifteen years following the defeat of the Confederated States in open battle, gradually building up their strength. The Freedom Front is rumored to have been active formally since the day the Confederated States fell, they reemerged dramatically in 2440. While the order formally came into effect on 15 November, 2440, its enforcement was intended to take place starting on the twentieth of the same month to allow the Imperials a chance to celebrate Navy Day. On November 18th two Imperial Navy light cruisers - the Arbiter and Outrider - detonated violently in their drydocks in New Luxembourg. The Arbiter remained in its elevated drydock moorings, but the Outrider managed to slip out of its dry-dock after the first blast. Observers first reported the Outrider starting to slide out, then a massive explosion (later revealed to be its power magazine) split the ship in two, with one half remaining attached to the dry-dock, while the other fell out of its moorings and into the naval armament plant beneath the dock, causing massive damage to the facility. The exact number of dead has never been revealed by the Empire of Dominia, though the cruisers were written off as unable to be salvaged. Shortly after the detonation, an organization known as the Fisanduh Freedom Front claimed responsibiity for the attacks, with a man identified as &amp;quot;Svetovid&amp;quot; standing in front of the Confederated State&#039;s flag claiming that more attacks would come if the Empire continued its efforts to subjugate Fisanduh. The Emperor, not wanting to lose face to what he saw as dishonorable terrorists, continued his efforts to subjugate Fisanduh.&lt;br /&gt;
&lt;br /&gt;
More attacks came. None were on the scale of the Navy Day attack, but they were a constant threat to the Empire in Fisanduh. Nail bombs arrived to important officials in Fisanduh, Tribunal temples were firebombed, buildings of the Imperial bureaucracy were detonated - some through car bombings, others through tunnels being physically dug beneath them. It became apparent that 3F was, despite Imperial efforts to pacify the province earlier, essentially the shadow government of the entire province. Many of 3F&#039;s fighters were veterans of the War of Moroz, and were still able to stand and fight despite their age. The &amp;quot;shadow state&amp;quot; supporting them was able to withstand the Imperial Army&#039;s efforts to root it out, proving to be extremely flexible and resilient. Losses on the part of the Imperial Army began to mount, and maimed soldiers marching back from Fisanduh became a common sight in the border provinces to it. The insurgency has continued since 2440 without signs of stopping, though it has waxed and waned. Throught the propaganda machine of the Empire, the greater body of Imperial citizenry began to hate 3F and the democractic movement it stood for. Through their brutal actions, the greater Empire became hated by Fisanduh. The intensity of the insurgency, and of the Imperial counter-campaign has wound down in the past seven years - Emperor Keeser has mostly withdrawn from Fisanduh, while 3F has decreased its activities outside of Fisanduh as the occupation has retreated. Present-day Fisanduh is an area that is, in many places, devastated by war. It remains an area of the Empire that most Imperials do not go to, and a source of conflict in the Imperial government. Should they attack Fisanduh again, or should they expand outwards?&lt;br /&gt;
&lt;br /&gt;
===The Reign of Emperor Keeser I===&lt;br /&gt;
Skillful work by Emperor Keeser has helped mend the seemingly insurmountable gap between the foreign Unathi and native Morozi population, united in a new loyalty under the Emperor and Tribunal. With constant public appearances, charity work, and speeches, all often hand in hand with an Unathi noble, he has, at least on the surface, healed the gap between the two species over the past several decades. An uneasy melding of Unathi and Human culture has begun to take place, though tension still exists beneath the surface...&lt;br /&gt;
With his consolidated power, Emperor Keeser has embarked upon numerous reforms and projects to improve the Empire. These range from research and infrastructure projects, military and naval expansions, to social and educational organization. In 2448, the Imperial Railroadwas completed, linking all of the major cities of Moroz together. Since its start in 2452, the Imperial Canal project to link the major inland seas has made steady progress.&lt;br /&gt;
A timeline of events in his reign follows:&lt;br /&gt;
In 2440 he opted to attempt to enforce Imperial control over the province of Fisanduh.&lt;br /&gt;
In 2443 he oversaw the creation of an outpost on Lyoid, Dominia’s moon. This served as a shipyard and stepping stone for Dominia to officially enter space. By 2444 Dominia’s growing military had begun expanding to nearby systems, starting with the planet of Alterim Obrirava.&lt;br /&gt;
In 2444 the large pirate fleet Corsairs of the Eternal Raid attacked Dominia, providing an opportunity for the untested Imperial Navy to cut its teeth, fighting them to a stalemate. The pirate fleet was absorbed into the Dominian navy by treaty as privateers in later in 2444.&lt;br /&gt;
In 2445 the Coalition of Colonies officially forms the “Coalition Against Dominian Piracy”; an additional pact between its members that would target Dominia financially and diplomatically after Boleslaw announced it would enter into a defensive pact with neighboring pirate fleets.&lt;br /&gt;
In 2446 NanoTrasen officially entered into trade talks with the Dominian government, focusing on free trade and the so-called “pirate issue”. The talks broke down and a year later the Imperial Government condemned NanoTrasen, saying they would never do business with the corporation due to irreconcilable differences. They released several dramatic documents alleging genetic experimentation and human mistreatment in remote NanoTrasen labs, which NanoTrasen denied as ridiculous. With their business with NanoTrasen cut off, Dominia is forced to purchase its bluespace capable vessels and its entire supply of phoron through third party vendors.&lt;br /&gt;
In 2448 a formal embargo is enacted against Dominia by the Coalition of Colonies and over a hundred affiliated Frontier systems. The embargo restricts the Empire’s access to phoron and bluespace capable ships. Cut off, the Empire is forced to rely on its backup warp engines, which drastically reduce their capability of traveling between star systems as they nurse their dwindling resources. This chain of events has dramatically reinforced calls for self-sufficiency and autarky within the Empire.&lt;br /&gt;
In 2450 Emperor Boleslaw declared involuntary servitude illegal, still leaving the much larger system of the Mo’ri’zal debt in place. In response, the embargo against Dominia is lifted by the Frontier organizations and Tau Ceti ends its own travel ban on Dominia, officially allowing its citizens to travel to and work outside the Empire. Coincidentally, reports show that the end of slavery came as Dominia’s phoron reserve was down to a month’s supply.&lt;br /&gt;
In 2451 Necropolis Industries officially announced its partnership with Dominia would start in June of 2451, though some independent observers noted that facilities resembling Necropolis ones had existed on the planet since early 2440.&lt;br /&gt;
In 2452 the Emperor once again entered talks with NanoTrasen at the behest of House Volvalaad, ultimately resulting in the corporation and Imperial government reaching an agreement regarding trading and piracy. The opening of Dominia to the greater market of NanoTrasen has allowed for the Imperial Navy to rapidly expand its capabilities in the past decade, though the fully assembled Coalition of Colonies Deep-Space Fleet still outclasses it badly according to recently released figures.&lt;br /&gt;
In 2455 Emperor Keeser began a gradual withdraw from Fisanduh, having seen defeat in its mountainous territories. The province reverts to the droll Imperial title of &amp;quot;semi-autonomous region.&amp;quot; He instead opts to expand the Empire&#039;s borders in the void of space (in order to save face, according to some critics), and begins a campaign of conquest and colonization.&lt;br /&gt;
In 2462 the Emperor continues to reign over Dominia: a young empire with bubbling internal strife.&lt;br /&gt;
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==Dominian Society==&lt;br /&gt;
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===Primaries===&lt;br /&gt;
The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederated States) of this social class are not typically found in Fisanduh due to its lack of a nobility, and can reach heights of six feet in both genders.&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
Average Female Height: 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
Dominian Unathi also fall into the category of &amp;quot;Primaries&amp;quot;. They are usually descendants of the Unathi raiders who invaded Moroz or recent immigrants from the Hegemony.&lt;br /&gt;
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===Secondaries===&lt;br /&gt;
Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population, but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries from outside Fisanduh tend to be smaller and thinner than their counterparts in Fisanduh, and Secondaries as a whole tend to be smaller than Primaries (though there are exceptions). Secondaries represent a more diverse social class than the Primaries do, but are a part of the same ethnic group as the Primaries. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederated States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
Average Male Height: 5&#039;6&amp;quot; - 5&#039;9&amp;quot; (add three to four inches if from Fisanduh)&lt;br /&gt;
Average Female Height: 5&#039;1&amp;quot; - 5&#039;4&amp;quot; (add three to four inches if from Fisanduh)&lt;br /&gt;
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===Ma&#039;zals===&lt;br /&gt;
A blanket term used to refer to those citizens -  or subjects - of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Ma&#039;zals that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals are also often conscripted into the Imperial Army or Imperial Navy, and can be found throughout the Empire.&lt;br /&gt;
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===Morozian Humans===&lt;br /&gt;
Called either Dominians (a general descriptor commonly used outside and inside of the Empire), Confederates (referring time those from Fisanduh), or Imperials (a derogatory term for Dominians) the human population of Dominia is a diverse yet highly class-based society. Morozian humans are descended from a United Nations colonization effort and their ancestors came from all across the Earth. Old divisions of nationality have been burnt away by both time and distance from Earth, and the Morozians are now divided into two major social groups: Primaries, the upper class, and Secondaries, the commoners. It is not uncommon for Secondaries to be elevated to the rank of Primary within the Empire, and many Morozians believe that with hard work and the favor of the Goddess anyone can reach the ranks of the nobility.&lt;br /&gt;
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===Geneboosting===&lt;br /&gt;
A technique dating back to the War of Moroz, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used for improving the Imperial Army&#039;s officer corps, before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. This form of genetic modification is limited to the nobility due to the high cost, and has only been in use among the Dominian primaries belonging to rich houses during the past thirty-five years. The effects lead to enhanced attributes and appearances. Geneboosted playable species tend to be a foot or so taller than average (upwards of seven to seven and a half feet for humans) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s preexisting gene boosting techniques have not yielded results.&lt;br /&gt;
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===Dominian Heads of Staff===&lt;br /&gt;
Due to the relative isolation of the Empire, combined with its fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard NanoTrasen facilities such as the NSS Aurora. Those that do pass through the hurdles needed to become a head of staff are typically considered to be liberals (or, alternatively, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad. Nevertheless, they must still go through a great amount of orientation in order to adapt to life in Tau Ceti. Dominian captains are generally not hired by NanoTrasen, due to the Empire emerging onto the galactic stage recently and concerns that Dominians, with their atypical views, would poorly represent NanoTrasen on the galactic stage. Loyalty implants are considered acceptable under the thirty-third edict.&lt;br /&gt;
===The Dominian Ideal===&lt;br /&gt;
For those in the young Empire, being considered Dominian is not a matter of birth, but of belief and conviction. To be considered a Dominian, one must follow loyally follow the Emperor, the Tribunal, and hold to the standards of Dominian society. Regardless of species, birth, origin, accomplishment - anyone can be respected as a Dominian. The phrase &#039;Goddess, Emperor, Empire&#039; is echoed throughout the Empire as a summation of these ideals. Immigrants are welcome from any place in known space, with the meritocratic and zealous nature of Imperial society inviting many to the idealistic Empire.&lt;br /&gt;
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===[[Languages]]===&lt;br /&gt;
Several languages are spoken in the Empire of Dominia. Among the aristocracy, speaking a fluent Tradeband or Tau Ceti Basic is seen as part of a good upbringing, while Unathi in the Empire speak Sinta&#039;Azaziba, the archaic form of Sinta&#039;Unathi. The middle and lower classes speak a regional dialect of Sol Common known as Vulgar Morozi, which to foreign listeners sounds archaic and formal. Imperial citizens who did not speak Basic from birth often speak in an overly formal and somewhat slow manner because of this. Many burghers in the middle class speak Tradeband to some degree. Freespeak is detested in the Empire, being associated with barbarism and corruption. It is often referred to with the pejorative of &#039;gutter&#039;.&lt;br /&gt;
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===The Mo’ri’zal===&lt;br /&gt;
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Each citizen incurs a personal debt to the Emperor at birth for the privileges of citizenship in the Empire, a sum assessed per person at birth, but usually high enough to require nearly a lifetime of labor. &#039;&#039;&#039;This practice has been criticized as merely a polite form of serfdom by foreign observers.&#039;&#039;&#039;&lt;br /&gt;
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Despite this heavy burden, there are benefits to Dominian citizenship. A degree of healthcare, education, and assistance are guaranteed, especially for those who perform better then average according to the calculations of the labyrinthine Imperial bureaucracy. &lt;br /&gt;
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===Imperial Aristocracy===&lt;br /&gt;
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The elite of Imperial society, these wealthy and influential families enjoy the best opportunities and lifestyles available in the Empire. The five most prominent of these, known as the Great Houses, are some of the most powerful influences in Dominia, with vast wealth and sweeping control of industry. Alongside them are numerous Minor Houses, which range wildly in size. Aristocratic Houses are a unique blend of oligarchy combined with a structure similar to that of mercantile families and Unathi clans. &#039;&#039;&#039;These influential houses are not feudal nobility. The distinguishing difference between the aristocracy and freemen is sufficient wealth to pay off their children’s Mo’ri’zal debt at birth.&#039;&#039;&#039;&lt;br /&gt;
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They are led by a Lord Noble, below which are the Minor Lords, followed by House Nobles, and finally Minor Nobles on the bottom. Each House has a share of the Mo’ri’zal debt allocated to them based upon need and importance. This allocation takes the form of the debtors, Ma’zals, which are used by the Houses as labor.  Previously, the Houses were able to purchase and own slave labor, but this was decreed illegal by Imperial edict in 2460. &#039;&#039;&#039;All ‘nobles’ of a house share the same last name. If part of a House, players will only be able to play as a House Noble or lower. Players can either be a member of a Great House or their own Minor House.&#039;&#039;&#039;&lt;br /&gt;
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The small and growing middle-class of the Empire, consisting of citizens no longer burdened by the Mo’ri’zal debt but not members of a Great or Minor House. Permitted to vote in local elections, own property, and pursue any lifestyle they see fit, Freemen form the backbone of skilled labor in the Empire, with many achieving a college education and often working outside the Empire. It is not unheard of for these citizens to be adopted into a House, becoming members of the aristocracy. This is usually based upon demonstrating some use as well as sharing values with the House in question, though it is sometimes accomplished through cronyism.&lt;br /&gt;
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===Tribunal Commandos===&lt;br /&gt;
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An evolution of the Unathi concept of the Guwandi, in the event that a citizen becomes mortally ill, finds themselves lacking the pride, honor, drive to live, or simply become tired of their lot in life, forfeit their possessions and join the religious Tribunal Commandos, a near-suicidal military unit under the Tribunal and Imperial Military’s dual authority. Acting as the vanguard, distractions, and expendable forces, members of the Commandos are expected to die. A dishonored person who joins the Commandos is considered to have regained his reputation while serving in the unit, whether they survive or die in combat.&lt;br /&gt;
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It is not uncommon for young men and women with no real prospects to join the Tribunal Commandos, for a multitude of reasons. A Commando who survives an engagement is awarded a square, bronze battle medal. When ten are accrued, the soldier is offered a choice to remain as a soldier of the Tribunal Commando or be honorably discharged. Many members of the secretive Special Operations Group are recruited from the few surviving Commandos. Survivors are allowed to keep their medals and earn the title Ten Medal ‘Immortal Commando of the Tribunal’ as well as being inducted into the Order of Immortals. Surviving members also have their debt, and their children’s debt for two generations, removed with no conditions attached. &#039;&#039;&#039;A soldier who survives ten engagements is very rare.&#039;&#039;&#039;&lt;br /&gt;
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===House Relations===&lt;br /&gt;
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To most within the Empire all of the aristocratic houses would appear to be unified under the Emperor and the Tribunal. The reality - known to those in the mid to upper levels of the aristocracy and the few citizens they interact with - is one of secret proxy wars and assassination. Most if not all houses strive for Great House status and the favor of the Emperor. As such, aristocratic houses tend to engage each other in secret conflict in attempt to usurp as much power as possible, be this through subtle economic embargo (over charging a competing house for critical services) low-key military interference (blockading a competitors space ports under the guise of policing) or house &amp;quot;accidents&amp;quot; (the heir to a house being poisoned by peoples unknown, a private shuttle experiencing unexpected engine failure). The Emperor and the Tribunal are aware of this and the Tribunal in particular goes to great lengths to ensure the masses are kept oblivious to this. Direct and obvious house competition is met with the wrath of the Imperial Military. &amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;~~+_&#039;&#039;:@~@~HOUse__HaRadis_---_liVEs&#039;[[}+_&amp;lt;/span&amp;gt;&lt;br /&gt;
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===Synth Relations===&lt;br /&gt;
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&#039;&#039;&amp;quot;I&#039;m real! Just like any of you! Please Goddess save me! I&#039;m real!&amp;quot; Last words of Shell IPC T2332 aka Lì Olesk before permanent shut down, praise Goddess.&#039;&#039;&lt;br /&gt;
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Dominia is highly anti-synth stemming from it&#039;s relation to the Sk&#039;akh faith, as such any and all IPC&#039;s are sought out and destroyed upon entering Dominia space. Interestingly to observers, there seems to be a disproportionately high number of shell IPC&#039;s present in the sector compared to those beliefs. Special task forces have been set up under Section 0 to tackle this perceived threat to Dominia yet it is still not unknown for shells to flee the system in search of protection.&lt;br /&gt;
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Due to recent interstellar laws placed on Dominia as a result of the embargo by the &amp;quot;Coalition Against Dominian Piracy&amp;quot;, reported political dissidents seemed to have dropped to practically zero. However, an unprecedented rise in shells have been reported in the area shortly afterwards, with numbers of registered shells into the system not matching the reported numbers, but Dominia administration insists it&#039;s the work of Synthetic Liberation Front. They have been less than forthcoming with an evidence to back this claim however and the SLF have not come forward and reported any interest in Dominia, though given the reported nature of these shells (primarily in espionage, again according to Dominia), this is not entirely unexpected.&lt;br /&gt;
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Imperial citizens working abroad in human space often interact with synthetics. In foreign lands Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
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===Edict Breakers===&lt;br /&gt;
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Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space however, due to the nature of The Thirty Third Edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near passive-harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the law breaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
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==Potential Character Concepts==&lt;br /&gt;
&#039;&#039;&#039;Characters from the Empire of Dominia are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Have deeply religious views.&lt;br /&gt;
* Worship their state religion, the Moroz Holy Tribunal&lt;br /&gt;
* Have a strong dislike of Synthetics and robots.&lt;br /&gt;
* Have a strong dislike of those from the former Confederated States.&lt;br /&gt;
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&#039;&#039;&#039;Characters from the former Confederated States are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Hold different religious views than their Imperial counterparts.&lt;br /&gt;
* Have been involved in the insurgency against the Empire.&lt;br /&gt;
* Have a strong dislike of unathi.&lt;br /&gt;
* Have an exceptionally strong dislike of Dominians.&lt;br /&gt;
* Be refugees from Moroz.&lt;br /&gt;
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&#039;&#039;&#039;Unathi Characters specifically are likely to:&#039;&#039;&#039;&lt;br /&gt;
* Speak Sinta&#039;Azaziba but not Sinta&#039;Unathi&lt;br /&gt;
* Worship their state religion, the Moroz Holy Tribunal&lt;br /&gt;
* Look down upon Unathi from the Izweski Nation/Izweski Hegemony&lt;br /&gt;
* Be more relaxed around humans and human culture.&lt;br /&gt;
&#039;&#039;&#039;Here is an example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Belai Janstane, 31, is a Station Engineer for NanoTrasen. He is a genial with those he knows and a hard worker.&lt;br /&gt;
* Janstane, like most Secondaries, is of average height at 5’7” with black eyes and closely trimmed black hair. Although he isn’t muscle-bound, he is lithe from many years of manual labor.&lt;br /&gt;
* Janstane, like the majority of Dominians, follows the Tribunal relatively devoutly, with a milder view of most Edicts. Hailing from the capital of Nova Luxembourg, he is descendant from several generations of freeman.&lt;br /&gt;
* Janstane, like all devout Dominians, loathes synthetic life. He has a positive view of Dominian Unathi, with a dislike of most other species.&lt;br /&gt;
* Janstane speaks Tau Ceti Basic with a fair grasp of Sol Common.&lt;br /&gt;
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&#039;&#039;&#039;Here is a second example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Seliza Kazhkz, 22, is a Cargo Technician for NanoTrasen. She is driven when she sets her mind to something, but often lazy.&lt;br /&gt;
* Kazhkz is an average 6’4”, with dark red eyes and dark green scales to match. Like many Unathi, she is relatively muscular.&lt;br /&gt;
* Kazhkz is a devout follower of the Tribunal subscribing to the Kael’kah school. She is from Alterim Balteulis, and is the child of some of the first Unathi to land in the now Empire, learning many important sailing skills from her parents. She is a Minor Noble.&lt;br /&gt;
* While viewing humans relatively positively, Kazhkz dislikes any distinctly Moghean Unathi.&lt;br /&gt;
* Kazhkz speaks Tau Ceti Basic and Sinta’Azaziba.&lt;br /&gt;
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&#039;&#039;&#039;Here is a third example character from the Empire of Dominia:&#039;&#039;&#039;&lt;br /&gt;
* Aisha Kuanyshova, 52, is a chief medical officer for NanoTrasen. She is a hawkish woman with an eye for quality originally from the Confederated States. After fleeing Moroz, she opted to settle in the Coalition of Colonies.&lt;br /&gt;
* Kuanyshova is an average 5&#039;6&amp;quot;, with dark brown eyes and graying black hair. She is quite thin, and has a prosthetic right hand produced by Zeng-Hu.&lt;br /&gt;
* Kuanyshova is, like most Confederates, an atheist. She is from the suburbs of Neubach, and distinctively remembers the War of Moroz.&lt;br /&gt;
* Kuanyshova despises Dominians and unathi, but has fairly liberal views on synthetic life.&lt;br /&gt;
* Kuanyshova speaks Tau Ceti Basic and Sol Common, along with rusty and badly-accented Tradeband.&lt;br /&gt;
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[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>BoryaTheSlayer</name></author>
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