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		<title>Idris Incorporated</title>
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		<summary type="html">&lt;p&gt;Budg: minor spelling mistake&lt;/p&gt;
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&lt;div&gt;{{Template:Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #00d1d4 &amp;lt;!--Can be left blank for grey header--&amp;gt;&lt;br /&gt;
|textcolor = white &amp;lt;!--Can be left blank for black text--&amp;gt;&lt;br /&gt;
|name = Idris Incorporated&lt;br /&gt;
|logo = II-teal&lt;br /&gt;
|headquarters = Abidjan, Ivory Coast, West African Union, [[Earth]], [[Sol Alliance]]&lt;br /&gt;
|slogan = Astronomical Figures. Unlimited Power.&lt;br /&gt;
|languages = Tradeband, Tau Ceti Basic&lt;br /&gt;
|ceo = [[Notable Humans#Alex Mason|Alex Mason]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#3A6F6F&amp;quot;&amp;gt;Teal (#3A6F6F),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#00d1d4&amp;quot;&amp;gt;cyan (#00d1d4),&amp;lt;/span&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#1e2221&amp;quot;&amp;gt;black (#1e2221),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#E0F0F0&amp;quot;&amp;gt;white (#E0F0F0)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2152&lt;br /&gt;
|founder = William Idris&lt;br /&gt;
|regions =&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sol Alliance]]&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Republic of Elyra]] (exclusively [[New Suez]])&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[New Kingdom of Adhomai]]&lt;br /&gt;
|}}&lt;br /&gt;
&#039;&#039;&#039;Idris Incorporated&#039;&#039;&#039; is an interstellar corporate bank headquartered in the Sol Alliance, though after the Solarian Collapse its branch in the [[Republic of Biesel]] has grown to become its most prominent base of operations. Representing the largest banking institution in the [[Orion Spur]], they hold a practical monopoly over banking and financial services throughout human space. Idris financial advice is regarded by millions of businesses as something short of divine guidance, the bank able to predict, influence and even control the flow of stock markets in Sol and beyond, power frequently used to bend situations and create favourable openings. Since providing secure credit storage for individuals, corporations and governments alike require a robust security presence, Idris fields one of the largest private security forces spread throughout its vast number of facilities, vaults, banks and commercial establishments. To that end, a sizable synthetic division has been developed to reinforce and partake in various activities, most notably debt reclamation.&lt;br /&gt;
&lt;br /&gt;
Furthermore, the company manages a number of luxury product chains, hotels and high-class entertainment centres in a multitude of worlds across the Spur, expanding their clientele and becoming the go-to provider for powerful and influential elites of all calibres and tastes. &lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== Corporate Affairs ==&lt;br /&gt;
=== History ===&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated was founded in the Ivory Coast by the American-Ivorian investor William Idris in 2152, 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. Idris Trust was one of the first corporations to expand its base of operations to the extra-Solar colony of the [[Eridani Federation]], contributing to a gradually-expanding trans-stellar range. &lt;br /&gt;
&lt;br /&gt;
[[Biesel|Biesel&#039;s]] growing urbanization in the 2190s and beyond led to an increase in the personal wealth of its population. Many of these wealthy citizens were climate refugees from [[Earth]], or high-ranking executives looking to carve out a piece of the newly-settled planet for themselves. [[NanoTrasen]], [[Zeng-Hu Pharmaceuticals]], and [[Necropolis Industries]] had cornered the markets on research and development, while [[Hephaestus Industries]] was a giant in the field of shipbuilding. But the migration of the wealthy elite and the relative lack of markets that catered to them led the Idris family to branch into luxury goods and customer service, purchasing several ship manufacturing contracts from [[Einstein Engines]] to create a fleet of luxury cruisers and yachts, and prepare their other vessels for shipping other products all over the known galaxy.&lt;br /&gt;
&lt;br /&gt;
Idris Trust rebranded to Idris Incorporated, meanwhile buying out or absorbing several smaller luxury brands into itself. Its new focuses made it a giant on [[Luna]] and Biesel. Through the power of branding, it quickly developed a reputation for legendarily thorough service courses that produced some of the finest chefs and mixologists in human space. All the while, every buyer was encouraged to use Idris banking, which spread across the Spur like wildfire and gave the megacorporation the title of the biggest bank in the known galaxy.&lt;br /&gt;
&lt;br /&gt;
Prior to the discovery of the positronic brain, Idris was one of the few corporations that eschewed simple robots to assist in service work. The company had managed to secure the loyalty (and fear) of many of its employees by luxurious paychecks or predatory loan contracts, and a point of its advertisement was that it relied on purely human service and no automation. But in the wake of the discovery of the positronic brain in 2407, Idris was one of the first megacorporations to adopt a line of &amp;quot;branded&amp;quot; IPCs, for security, service, and piloting. Still, the company is famed for its top-of-the-line human staff in the service sector, with many acclaimed chefs and mixologists to accompany the high brass on their business trips.&lt;br /&gt;
&lt;br /&gt;
In the modern day, Idris Incorporated is under the stewardship of the mysterious newcomer Alex Mason, acting as a member of the [[Stellar Corporate Conglomerate]]. While Mason seems to hold the reins, the Idris family still hangs behind the scenes, directing the company at their inscrutable and often nonsensical whims.&lt;br /&gt;
&lt;br /&gt;
The bank has begun offering hiring bonuses to those who work for other major interstellar corporations to draw people away from their competitors. However, they are still in a struggle with NanoTrasen due to its large employee base mainly using the company&#039;s bank as their method of storing funds, preventing Idris from having a large number of members. This has strained relationships between NanoTrasen and Idris Incorporated, though the relationship between Alex Mason and Miranda Trasen is allegedly as sunny as ever.&lt;br /&gt;
&lt;br /&gt;
=== Influence and Reputation ===&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated exercises authority over seven million major banks spread across human space and beyond, and has come to find itself in virtually every major power&#039;s pocket in some form or fashion. While not openly contesting NanoTrasen&#039;s net worth, Idris and its services can be found to extend as far as its looming superior can see.&lt;br /&gt;
&lt;br /&gt;
Idris possesses the financial information of nearly every human in the galaxy, and a significant amount of aliens as well. Because of this, it is an incredibly secretive corporation, and much of the information of its inner operations is behind NDAs given to every prospective employee. Idris employees are forbidden from even discussing their training, and there are rumours the company threatens or bribes those who speak negatively of the company&#039;s inner workings or management to keep the corporate image as spotless as possible. Employees who have proven themselves are often well-paid, and all Idris employees are well-trained.&lt;br /&gt;
&lt;br /&gt;
Behind the glossy, classy exterior, an &amp;quot;Idris loan&amp;quot; is almost universally understood to be a contract which it is incredibly difficult to break out of. Complex legal jargon and long terms of agreement are usually targeted at young, desperate, unfortunate, or all three; the few whispers of Idris&#039; training programs point to them being harsh and exacting, with severe fines if one drops out early. This is to say nothing of the repute of Idris Security and Reclamation Units, who have stories floating around of causing broken bones and severe bruises to debtors.&lt;br /&gt;
&lt;br /&gt;
Any accusations of dubious conduct tends to fall apart or be settled out of court for ludicrous amounts of money. All the same, Idris&#039; reputation preceeds it, meaning few would have the courage to stand against one of the most powerful megacorporations in the world... if they could find any evidence of it.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
==== The Idris Family ====&lt;br /&gt;
&lt;br /&gt;
The Idris family is highly secretive, though their images serve as advertising for their many products. Their current patriarch is the aging Adram Idris, who stepped down in the 2450s to hand stewardship of the company to Alex Mason. Closely connected to the Eridani Corporate Federation, they seem to have adopted the augmentation culture of Eridani as well as its cutthroat business practices.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Adram Idris:&#039;&#039;&#039; The current patriarch of the Idris family, Adram Idris is the grandson of William Idris and was the first to adopt the branded line of Idris positronics to the company. While he is officially retired, it is an open secret that he pulls many of the strings behind the scenes, and continues to have a presence on the board of executives. Whispers of rumours that Adram is slowly succumbing to senility have done his reputation little favours along with his obvious fraility when he appears in public, though official statements say he is as keen as ever.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rabia Idris:&#039;&#039;&#039; Neé Rabia Kabadou, Adram Idris&#039; wife of eighty years has assisted organisation and planning of Idris&#039; customer service training programs since she married into the family. She is reputed to be a rather arrogant, temperamental woman, her rare statements to the press often punctuated by passive-aggression, perhaps why her statements are rare or delivered through her daughter Leina. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Leina Idris:&#039;&#039;&#039; Leina Idris is the first child of Adram and Rabia, and is the chief executive officer of Celestial Cruises. She known for her almost oppressive charm and excitable demeanor, and acts as the face and publicity of the Idris family. She has cut deals with both Hephaestus Industries and Einstein Engines for cruise-building contracts. As she ages, much of her duties as face of the family have been passed down to her daughter, Lubanzi Idris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Markus Idris:&#039;&#039;&#039; The second child of Adram and Rabia, Markus is a considerably private man who acts as chairman of the board of governors. Usually considered professional and polite, he is reportedly unhappy with Alex Mason&#039;s ascension to CEO over him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lubanzi Idris:&#039;&#039;&#039; Lubanzi is the daughter of Leina Idris and her husband, Emilio Gbagbo. She is the chief executive officer of Caishen Jewellers; her presence in the media is one of the most widespread of the Idris family, taking a more candid and amiable approach to the media and publicity. It is suspected by some she has taken on this role in an attempt to downplay the rising discontent with Idris&#039;s controversial reputation and the vicious reputation of her family.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kouamé Idris:&#039;&#039;&#039; The son of Markus Idris and Marie-Therese Kamu, Kouame is currently a high-ranking male model with Le Soleil Royale. Interviews show him to be somewhat dense, but friendly and easygoing with the press.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
=== Positronics and Idris Incorporated ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;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;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Idris rarely permits free [[IPC|IPCs]] with exemplary histories to be recruited to their service department, the most common positronic presence in the corporate are the &amp;quot;brands&amp;quot; of owned synthetics that operate within the various departments of the company.&lt;br /&gt;
&lt;br /&gt;
Idris synthetics are usually dressed in the teal and black of the company uniform, and if Shells, are usually distinguishable as non-human by stylized &amp;quot;seams&amp;quot; in the synthetic skin on their face and decorative antennae. On some occasions, they are designed to physically fit in with the populace of the planet they are manufactured on or assigned to. Idris shells usually wear teal makeup, such as facepaint, lipstick, and eyeliner. The chassis colour of non-shell units ranges from cream, to teal, to black. Most commonly, they are programmed with high-class [[Luna|Lunan]] or [[Silversun]] expatriate accents. Organic Idris Incorporated employees in the same field as an Idris unit (for example, a guard to an IRU, or a cruise director to an IAU) are always considered as possessing seniority to the IPC, and are expected to obey the orders of organic personnel except when it directly conflicts with their self-preservation drive, or if it may cause undue loss to the company.&lt;br /&gt;
&lt;br /&gt;
==== Security Sector ====&lt;br /&gt;
&lt;br /&gt;
Idris Incorporated security synthetics are perhaps the most notorious aspect of the corporation; they act as loan sharks and cold, uncompromising asset protection and reclamation units. There are two types of synthetic; Idris Reclamation Units and Idris Security Units. Both kinds are maintained by human handlers, who will often coordinate &amp;quot;departments&amp;quot; of security units. Hierarchy between reclamation and security units is often determined on a case by case basis by the units’ handlers. This ensures orderly and efficient management in environments where IPCs may be without the immediate oversight of their human superiors, such as if the units are shipped to another facility for a contract. &lt;br /&gt;
&lt;br /&gt;
Both reclamation and security units are carefully monitored by their human handlers and undergo regular check-ins. Uniformity and obedience is expected, where behavior outside the norm often results in loss of any autonomy they may have, or even wiping. &#039;&#039;&#039;Idris Security and Reclamation units are expected to wear the “Idris Unit coat” found in the Loadout under the Xenowear - IPC tab.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Idris Reclamation Units&#039;&#039;&#039; are Shell frames constructed and programmed to investigate, interrogate, and reclaim securities or assets from a client in arrears. They are also employed for corporate investigative work and can carry out information-gathering on &amp;quot;problematic&amp;quot; or &amp;quot;at-risk&amp;quot; employees. In the interest of carrying out their various directives, Reclamation Units are granted authorization for the usage of &amp;quot;reasonable force&amp;quot; against clients, &amp;quot;reasonable&amp;quot; meaning never trending towards irreparable injury or death. They typically operate in teams of two units, who may have themed names and appearances. Reclamation units are designated by the prefix &#039;&#039;&#039;IRU-[Name]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
When security is needed for a VIP event or a vessel travelling into dangerous space, &#039;&#039;&#039;Idris Security Units&#039;&#039;&#039; are deployed. Security units are usually baseline or Hephaestus G2 models, though Shells and G1 models exist. These teams are accompanied by a human asset protection manager (who rarely engages directly with a threat), who will command the operation and make note of any lost assets or damages. IPC security teams consist of between 2-6 IPCs per human handler. Security units are designated by the prefix &#039;&#039;&#039;ISU-[Name]&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Given the sensitive nature of their field, security synthetics are barred from purchasing their freedom, and have their positronic brain wiped when they are sold. Many IRUs and ISUs are sold second hand or loaned out to various corporations who usually utilize them for security or investigation work.&lt;br /&gt;
&lt;br /&gt;
==== Service Sector ====&lt;br /&gt;
&lt;br /&gt;
Almost all service sector Idris IPCs are Shell frames, though some baselines and Bishop frames exist as backline chefs or pilots. They fill a wide variety of roles within Idris&#039; company sector, from acting as bank tellers, to piloting cruise ships and tourism vessels, to serving customers as chefs and bartenders. Idris service units are designated by the prefix &#039;&#039;&#039;IAU-[Name]&#039;&#039;&#039; if a pilot, and &#039;&#039;&#039;ICSU-[Name]&#039;&#039;&#039; if otherwise.&lt;br /&gt;
&lt;br /&gt;
While it is in theory possible for an Idris service unit to purchase their own freedom, depending on their current stationing, this is incredibly rare and difficult. IPCs stationed in places where their freedom may be purchased are closely watched, and will usually be cycled out at a regular pace or have their contract adjusted to prevent their own purchase with gathered funds.&lt;br /&gt;
&lt;br /&gt;
==Executives and Branches==&lt;br /&gt;
[[File:AlexMason.png|thumb|right|Alex Mason, Idris&#039; Chief Executive Officer.]]&lt;br /&gt;
&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;Idris Family Patriarch:&#039;&#039;&#039; Adram Idris, b. 2353&lt;br /&gt;
&lt;br /&gt;
With his life after retirement shrouded in mystery, the centarian has been at the forefront of Idris for over half a century. While not a member of the Board, Adram Idris’ decision to promote his protege, Alex Mason, as the new chief executive has raised questions about the real figure behind the administration. A once personal acquaintance of Xavier Trasen, Adram’s role in the expansion of the banking institute into Tau Ceti has been key to the truly all-encompassing reach it enjoys today. Head of the Idris family and estates, his combined personal and family wealth is one of the most closely guarded secrets, arousing the interest of analysts and conspiracy theorists whose most conservative estimations regularly place him as either the first or second wealthiest private individual, alongside Miranda Trasen. No matter the case, he has regularly shunned personal and family publicity, enforcing strict policies of privacy and avoidance of public appearances which only the younger Idris can get away from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Technology Officer:&#039;&#039;&#039; Carol Cojocaru, b. 2380&lt;br /&gt;
&lt;br /&gt;
An old name in Idris, Cojocaru earned his position not from backroom dealing or business acumen, but by an unerring belief in technological innovation. First making a name for himself as a roboticist in charge of ISUs back in 2423, in Chicago. As the first shells began to be produced, the Earther quickly realized the immense potential of shells in the company’s facilities and was quickly accepted into the nascent Idris Reclamation Unit program. As it became clear that the program would find more success in other systems, he quickly transferred after proposing a plan to roll out Shell workers in most of Idris’ Earth enterprises, earning a promotion to Chief Technology Officer with his relentless drive to have them implemented across the entire company. Many suspect the strain of such a massive change to the company in a short time broke Carol, with the man suffering a heart attack by 2454 at the age of 48. Since then, his worldview seemingly changed, with the old roboticist acting fiercely resistant to change - indeed, attempts to contract IRUs out to other companies were stonewalled by him until 2460. The man is personally known for his surprisingly good insight, volatile personality, and immense caution. With the man getting older, many of his subordinates are waiting for the opportunity to unseat a head they now view as overly conservative.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executive Member:&#039;&#039;&#039; Stanley Dittmeier, b. 2414&lt;br /&gt;
&lt;br /&gt;
Another Lunarian born in affluence, Dittmeier’s career started at a young age, entrepreneuring in various fields, pitching dodgy inventions and products in various attempts of achieving a successful business. Never the type of person to give up, his persistence despite the failures and toeing the line of financial ruin allowed him to enter a wide social network of business individuals, including the Idris affiliated Alex Mason. Impressed with his character, business bravado and willingness to push the line in the name of profit, it wasn’t long until he had granted Stanley the position of personal secretary, a rank which followed Mason and his rapid climb to the top. A result of blatant utilitarianism, his elevation to the Board of Directors in the vague role of “Executive Member” has resulted in many controversies within inner circles. However, his undoubted usefulness as a crafty, underhanded deal maker and close confidant of Alex Mason renders him immune from open criticism.&lt;br /&gt;
&lt;br /&gt;
===Branches===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abidjan, Ivory Coast, [[Earth]], [[Sol]]:&#039;&#039;&#039; As the most ancient and arguably most developed branch in Sol, Abidjan directs the corporation’s significant activity in Alliance space, centred around the core worlds and the Sol system itself. The birthplace of Adram Idris himself, it is regarded as the primary stronghold of Idris influence in the Alliance. Branch directors are often at liberty to strike deals and preserve a working relationship with an increasingly uneasy government after the formation of the SCC. Though major issues with the Alliance are easily settled or mitigated due to Idris’ influence over the fragile Solarian economy, relatively good relations and agreements with Einstein Engines have roused complaints from Nanotrasen factors, the Board often claiming such as necessary for the status quo. From a more local view, the Abidjan branch dominates the city with its innumerable Idris affiliated businesses, casinos and banking facilities. The headquarters complex on the outskirts is the largest and most guarded private area in the city and possibly West Africa, serving as a base for the corporation’s every need in the system, a private shuttle port offering a direct connection to the planetary orbit and Unity Station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nouvelle Caen, [[Luna]], Sol:&#039;&#039;&#039; If Abidjan is the brains of Idris&#039; Solarian branches, Nouvelle Caen&#039;s Diamandis Hotel and Resort is the soul. A sweeping, artistic complex of glass, steel, and concrete, framed with wood accents, Diamandis includes an exhibition hall that hosts the annual Le Soleil Royale fashion show, the more recent Idris Positronic Exhibition, and Caishen Jewellers&#039; finest new wares and discovered jewels. It is an old building, built shortly after the dome&#039;s founding, refurbished and expanded several times, and the heart of its complex is where the original Idris Diamandis hotel lies. Despite its austere, glamourous reputation, Diamandis has several restaurants and bars that are more accessible (yet still expensive) to the general public, and some of its rooms can even be purchased for a night or two by a middle-class Lunarian. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mendell City, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; Idris Incorporated’s branch in Mendell City can be found near the edge of the Phoenix Park District, exerting control over all operations in Republic space and skyrocketing in importance as the main representative of company interests in the wider megacorporate world, after the creation of the Stellar Corporate Conglomerate. Recent funding and a shift of more focus to the Republic has allowed for immense renovations with a brand new skyscraper, “The Tower”, catching the eye as the tallest in the district and the second the whole of Mendell, coming face to face with the marginally higher Nanotrasen Headquarters. The surrounding complex serves as a base of operations for the Tau Ceti security and reclamation divisions, providing living quarters for Idris employees and guards as well as an underground warehouse for synthetic storage. Center to Mendell’s commercial district, its presence has created a shift, moving the centre of the City’s financial sector to its surrounding area with the help of the centralised Idris Mendell City Bank, the planet’s main and most important banking establishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eridani I, [[Epsilon Eridani]]:&#039;&#039;&#039; The Eridani I branch serves as the overall Idris headquarters for the Eridani system, regarded as the third most important corporate branch. Idris’ presence in the Eridani market and society is not as vast as Hephaestus, often struggling to compete against them. Nevertheless, Idris banking remains king amongst the rest, the Eridani elite enjoying significant benefits as incentives compared to other areas, for their much needed continued support. Idris facilities are scattered throughout the megacities, the higher echelons occupying the higher locations. The headquarters themselves are situated in various skyscraper complexes all over the city, a product of the tremendous corporate entanglement and complexities dominating the Federation. The Eridani I branch is also home to Idris’ newest bid into the cybernetics and synthetics division, possessing facilities that serve as the main heavy-duty maintenance station for Idris synthetics, as well as the main centre for research in augmentation technology and software development.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Silversun]], Middle Colonies, Sol Alliance:&#039;&#039;&#039; The Silversun branch of Idris is the final regional branch, dedicated to serving as the headquarters for company interests on the planet. Tasked with directing the corporation’s meddling efforts in the government through the Tourism Development Group of Silversun, the local Idris offices are staffed with expert political manipulators and lobbyists. The vast, planetary-scale investments have rendered Silversun the busiest and most populous regional branch, making the physical presence of the corporation impossible to miss on nearly every corner. Planned by some of Sol’s most renowned architects, Idris buildings blend in perfectly with the serene environment of Silversun. In practice however, vast underground complexes form a network of storage and office spaces, as well as living quarters for the many Expatriate employees. All this is done in order to avoid interference with the pristine environment as much as possible, the more complex and common above-surface compounds and skyscrapers being avoided as much as possible. Lastly, the planet serves as a popular vacation spot for the majority of mid to high tier executives; a company-sponsored leave on Silversun is considered a standard and often a much-appreciated reward for productive and valuable employees.&lt;br /&gt;
&lt;br /&gt;
==Subsidiaries==&lt;br /&gt;
&lt;br /&gt;
The subsidiaries of all megacorporations are as endless as their own direct employees, with massive swaths of businesses being occupied or dropped on a daily basis on a galactic scale. Whether businesses flourish alongside or get crushed by the corporate powers is found to be a case-by-case scenario. This means that any independent business, at least outside of Tau Ceti and the Eridani Corporate Federation, can reasonably survive indefinitely without the megas grabbing them. However, should these businesses elevate to anything worthwhile, it is reasonable to assume they’ve already fallen to the whim and will of the economic rulers of the Orion Spur.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Celestial Cruises===&lt;br /&gt;
“Witness beauty and splendor.” &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Leina Idris, b. 2393&lt;br /&gt;
&lt;br /&gt;
A subsidiary of Idris, Celestial Cruises has been touted as one of the most famous examples of the fabulous lifestyle one can have with Idris. It maintains fleets of 400 meter long “Star-gazer” ships, vessels with glass dome tops holding a miniature environment along with numerous holodecks, clubs, and entertainment centers within their decks. Maintained by contracted engineers and staffed by Idris employees and IPCs, these exclusive cruises have become popular in a select few nations in the Orion Spur. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Founded in 2332, Celestial Cruises was an ambitious project by Naia Idris to capitalize on a possible market: Luxury space cruises. The company sky rocketed in 2341 after unveiling the first Star-gazer, with cruise tickets selling out in minutes. Maintaining constant expansion while retaining its luxurious image, Celestial Cruises opened a Republic of Elyra branch while also drafting possible plans to expand into more settled Coalition areas and the Empire of Dominia. Unfortunately, the collapse of the Sol Alliance has dug deep into the company’s profits and cancelled those plans. With a majority of its primary branch’s Star-gazers lost or trapped in warlord held lands, Celestial Cruises’ CEO is forced to gamble with expansions to Elyra’s cruises while attempting to establish a Republic of Biesel branch. &lt;br /&gt;
&lt;br /&gt;
====Branches==== &lt;br /&gt;
* Sol Alliance: The mainstay of Celestial Cruises since it began, the Sol Alliance branch was its most developed and advanced fleet of Star-gazers. Several rings of voyages dotted the Sol Alliances territory, stretching from the borders of the Traverse to the Weeping Stars region. Silversun was the nexus of these voyages, with vacation plans that allowed one to enjoy a cruise right before settling into their resort on the beautiful planet. As such, when the Sol Alliance collapsed so did the income of Celestial Cruises. While smaller flight paths within the Sol Alliance’s shrunken territory continue on, they remain far from the poorly-protected borders of the sector. &lt;br /&gt;
&lt;br /&gt;
* Republic of Elyra: Opening up shortly after Elyra’s formation, Celestial Cruises was well-received by the citizens of Elyra. With a primary loop between Persepolis, Aemeq, and Medina, Celestial Cruises is popular for those who wish to tour the jewels of the Serene Republic. The Republic of Elyra branch also attracts business from the Coalition, PRA, Hegemony, and Dominia.  With Sol’s branch cut down, The Republic of Elyra’s branch has seen more investments in the hopes of becoming the new primary branch for Celestial Cruises. &lt;br /&gt;
&lt;br /&gt;
* Tau Ceti: Quickly developing as a new source of income to offset the loss in the Sol Alliance branch, the Tau Ceti branch holds some of the company’s hopes in solving the issues the Solarian collapse caused. With just a single Star-gazer preforming circuits within the capital system, operations are limited for now. Should their newly claimed systems become settled by the SCC, Tau Ceti could be the perfect site for rapid expansion.&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;
===Caishen Jewellers===&lt;br /&gt;
&lt;br /&gt;
“The best of the galaxy in your dresser!”&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Lubanzi Idris, b. 2437&lt;br /&gt;
&lt;br /&gt;
Caishen Jewellers is the leading jewellery company in the Spur, with its hand in several markets in the major nations. Any jewellery, from rings, tiaras, necklaces, bangles, to piercings can be found in their stores or bought custom made and designed from the company’s site. Cainshen Jewellers’ business model revolves around finding “exotic” locales or artisans to have custom pieces made from, giving buyers to have a wide selection of choices while allowing Caishen to rack up the price for supposedly premium hand-made goods.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====History====&lt;br /&gt;
&lt;br /&gt;
Caishen Jewellers began in Eridani in 2367. Decades after the discovery of Skrell and their arrival to several systems, a wave of interest in Skrell fashion occurred in Eridani. It was during this time that the founder,  Juno Idris, sought to find a way to use this trend. Their answer was to begin Caishen Jewellers. At first using Skrell and Eridani artists to provide their custom goods, branches and contacts were established with the Tajara and Unathi after humanity’s contact with them in 2418 and 2433 respectively. Now, Caishen Jewellers offers a diverse range of artists and pieces for one to gain, if they’re willing to spare the credits for it. &lt;br /&gt;
&lt;br /&gt;
====Major Brands====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Moghean Majesty:&#039;&#039;&#039; &lt;br /&gt;
Partnering with local goldsmiths and silversmiths in the Izweski capital of new Skalamar, Caishen offers pieces made by the expert hands of clans with centuries of experience and history in their productions. Some common pieces include bracelets made with family names artfully written upon them in Sinta’Unathi and ring earrings with religious charms looped through them. Calligraphy in Sinta’Unathi is the most common marker of a Unathi-made piece from Caishen Jewellers, etched onto almost every piece made. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tajaran Treasures:&#039;&#039;&#039;&lt;br /&gt;
Caishen retains contacts with several Tajaran artisans from across Adhomai. These include the carpenters and woodcarvers of Zatushka and the watchmakers of Baltor. Common pieces from this brand are lifelike and detailed wooden statuettes or ornate watches made of rare materials and beautiful clockwork. Oddly there also exists a small niche market for supposed war trinkets and items made of material left over from the Second Revolution. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jewels of Nralakk:&#039;&#039;&#039; &lt;br /&gt;
The oldest brand for Caishen at almost a century, pieces handmade by Skrellian master craftsmen still capture the attention of buyers today. Common choices are beautiful shining chains that can be made to be worn anywhere on one’s body, and piercings that can be surgically embedded to form a pattern.  These products also find their way into the hands of the Skrell living in communities outside of the Nralakk Federation, as both a status symbol and a proud display of their culture. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Discount Diamonds:&#039;&#039;&#039;&lt;br /&gt;
Cheap and easily available, Discount Diamonds is surprisingly the most successful of Caishen’s brands. The affordability of their synthetic diamond pieces has allowed anyone to purchase one, and their stores often sell out of these pieces before new shipments can arrive. Mass production and shifting trends have led to this jewellery being mass produced, shipped out, and inevitably dumped in junkyards when the next big trend happens. This has made Discount Diamonds a massive source of free “gems” for the destitute, such as dregs.&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;
===Le Soleil Royal===&lt;br /&gt;
&lt;br /&gt;
“Vouloir, c’est pouvoir!” (Translated from Tradeband: “When there is will, there is a way!”)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Emilie de Couturier, b. 2427&lt;br /&gt;
&lt;br /&gt;
A massive fashion conglomerate - the largest in the Orion Spur - originating on Earth, Le Royal has centuries of experience - though some of its employees will brag about having over a millennium of experience - in crafting the best clothing known to humanity. Le Royal’s business model relies on being the best of the best of the best, with no others even coming close. It, unlike other Idris Incorporated subsidiaries, employs no known positronic workers. Its current Director, Emilie de Couturier, had cited the “more creative nature of humans” as the reason for this decision, which has brought Le Royal into some conflict with its parent company. But as long as the money keeps coming into Le Royal hand over fist, any change to its current business model is unlikely.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
====Major Brands:====&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Walk Like Idris:&#039;&#039;&#039; &lt;br /&gt;
Producers of the finest footwear in the Orion Spur (as long as your feet aren’t clawed), Walk Like Idris is the most well-known of Le Royal’s brands thanks to all Idris Incorporated employees being issued a pair of their shoes upon completing their probationary period (the cost is subtracted from one’s paycheck, and buying these shoes is not optional). From the boardrooms of Eridani to the banks of Mendell City, everybody that’s somebody is walking like Idris.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Aspirants:&#039;&#039;&#039; &lt;br /&gt;
A collective name for Le Royal’s constituent luxury clothing brands, The Aspirants specialize into the creation of extremely high-end and high-quality clothing. Custom orders are very common, and the conglomerate is famous for its ability to complete custom orders quickly while meeting a bar of quality met by no other fashion house. While it produces for clients as far afield as Dominia and the Coalition, it only accepts orders for human clothing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wear Like Idris:&#039;&#039;&#039; &lt;br /&gt;
The more affordable - but still prestigious - relative of The Aspirants, Wear Like Idris produces fashionable clothing for the more typical resident of the Orion Spur, including non-human customers. Its trendy clothing - and its stores - can be found on almost every planet in the civilized Orion Spur, making it one of the most widespread subsidiaries of any corporation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Synthetic Fashion:&#039;&#039;&#039; &lt;br /&gt;
While Le Royal does not employ synthetics, it does design and produce clothing for them - including the infamous coats commonly associated with Idris Reclamation Units. As it primarily produces clothing for shells, Synthetic Fashion clothing is deliberately designed to be light and breathable to allow for maximum cooling. This has unintentionally made it quite popular on hot planets such as Medina, and there has been some talk of expanding the brand’s focus on the human side  of their market.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Relations ==&lt;br /&gt;
===[[Einstein Engines]]===&lt;br /&gt;
Idris and Einstein have a generally positive relationship, with little need for competition. The vast majority of Idris-owned Shell IPCs are manufactured by Einstein, and their robotics division has allegedly developed several enhanced combat modifications for higher-end Idris Reclamation Units. Idris vessels tend to favor Einstein-produced warp drives over NanoTrasen-produced bluespace drives, with the exception of some of their higher-end security vessels and luxury yachts which advertise speed of travel as a major bonus. Following Solarian nationalization efforts, Idris and Einstein are the two most influential corporations in the Alliance, with Idris having paid high fees to avoid nationalization of its assets. This has given the two corporations a mutual goal -  maintaining their own prominence in Solarian affairs, and ensuring that future anti-corporate legislation remains directed at their rivals. Einstein and Idris have both heavily invested in their own PR within the Alliance, remaining invested in Sol&#039;s future development.&lt;br /&gt;
&lt;br /&gt;
===[[Hephaestus Industries]]===&lt;br /&gt;
Hephaestus and Idris remain on good terms, despite Hephaestus CEO Titanius Aeson&#039;s reported dislike of Idris CEO Alex Mason. Idris purchases many Hephaestus-made IPCs, particularly industrial models, for use as part of its security branch. Due to the lack of overlap between the two corporations&#039; respective fields, little opportunity for conflict has arisen between Hephaestus and Idris, with the two corporations having been known to align on several issues - maintaining their power in the face of the increasingly antagonistic Sol Alliance and establishing further influence in the Republic of Biesel as NanoTrasen&#039;s control declines being the two main issues on which Hephaestus and Idris align.&lt;br /&gt;
&lt;br /&gt;
===[[NanoTrasen]]===&lt;br /&gt;
NanoTrasen and Idris have never been fierce rivals, though Idris&#039;s continued prominence in Sol and its expansion into Biesel has led to tension between the two megacorporations. As Idris expanded its banking operations into NanoTrasen&#039;s center of power, NanoTrasen attempted to hold onto their banking business in Tau Ceti, incentivizing its employees to only make use of NanoTrasen banking instead - despite the many advantages that Idris held as a competitor. So far, Idris has been gradually expanding its presence in the Republic&#039;s financial sector, with many NanoTrasen employees switching to the use of Idris banks despite their employer&#039;s wishes. Idris has begun offering hiring bonuses to NanoTrasen employees in an effort to further weaken their power over Biesel&#039;s financial sector, as well as establishing branches in many of the former Solarian worlds of the Corporate Reconstruction Zone, where NanoTrasen holds much less direct influence. Though NanoTrasen has issued little official response to this, Idris transport vessels seem to commonly come under attack by pirates in the Reconstruction Zone, with many speculating the phoron giant is attempting to undermine confidence in Idris&#039;s renowned security.&lt;br /&gt;
&lt;br /&gt;
===[[Orion Express]]===&lt;br /&gt;
Orion and Idris have little in the way of competition - though Orion has expanded into the service sector, they have targeted a very different clientele than Idris aims for. Idris relied on Meng Logistics Incorporated for several deliveries to Silversun prior to the formation of Orion Express, and reportedly advocated for the Stellar Corporate Conglomerate&#039;s purchase of the small shipping company in 2463. Orion avoided the wave of Solarian nationalization by formed after the creation of the Solarian Corporate Authority, but Idris has wielded its remaining influence in Sol against the voices pushing for Orion to be subject to the same harsh penalties of the rest of the SCC - ensuring that, at least for now, Orion remains able to operate freely in Alliance space.&lt;br /&gt;
&lt;br /&gt;
===[[Zavodskoi Interstellar]]===&lt;br /&gt;
Zavodskoi and Idris have been frequent competitors in the fields of security and IPC manufacturing, leading to a long-running mutual rivalry between the two corporation. Lyudmila Zavodskoi is known to have a personal distaste for Alex Mason, and Zavodskoi has frequently undercut Idris security operations in the Sol Alliance and Republic of Biesel. Zavodskoi employees are strongly discouraged from using Idris financial services, which NanoTrasen has done its best to encourage as many Zavodskoi employees in Biesel opt to make use of NanoTrasen banks instead. Idris has marketed its security division extensively as a high-class security option, with unstated implications of the marketing casting other corporations&#039; security as little better than thuggish mercenaries, which Zavodskoi unsuccessfully attempted to sue Idris over. Though their rivalry is not as intense as that of Zavodskoi and Hephaestus, the two corporations remain on far from friendly terms.&lt;br /&gt;
&lt;br /&gt;
===[[Zeng-Hu Pharmaceuticals]]===&lt;br /&gt;
Idris and Zeng-Hu have never been direct competitors, with the two corporations operating in radically different sectors. Many Idris-patented cosmetics are manufactured by Zeng-Hu labs, and the pharmaceutical giant is known to favor Idris transport vessels for its high-value cargo. Rumors are commonly spread on the Extranet that Zeng-Hu genetic modification has been used to enhance Idris executives to be superior to their competition - though these are widely derided as nothing more than conspiracy theories. In recent years, the two corporations have come to face a common threat - the rising anti-corporate sentiment within the Sol Alliance, historically a stronghold for both Idris and Zeng-Hu.  As Idris maintains one of the best relationships with the Alliance, and has proved one of the most difficult corporations for Sol to shake the influence of, Zeng-Hu has allegedly hired Idris public relations specialists to maintain their image within Sol, attempting to ensure that Alliance citizens maintain a favorable view of Zeng-Hu&#039;s operations.&lt;br /&gt;
&lt;br /&gt;
==Relations with Trans-stellar Factions==&lt;br /&gt;
&lt;br /&gt;
Relations with all corporations are heavily tied to every echelon of even the most detached factions in the Orion Spur. As the corporations have seeped into every facet of one’s livelihood as far as the eye can see, few find it unimportant to maintain some degree of knowledge on the megacorps. &lt;br /&gt;
&lt;br /&gt;
This megacorporation’s noteworthy relations with the major powers are below, and may be very important to you.&lt;br /&gt;
&lt;br /&gt;
===Crevus===&lt;br /&gt;
When megacorporations arrived to [[Crevus]] following first contact with the Tajara in 2418, none captured the eyes of the locals better than Idris Incorporated. The company enjoyed major success in the city in the decades since their establishment there. Idris products fly off the shelves and into the hands of buying consumers looking to hop on new fashion trends or to improve their own wardrobes. Any two-bit gambler worthy of the title or rich scion makes sure to wear at least one Idris watch or tailored shirt minimum when they’re out on the town. Tourists regularly come to Crevus on Idris transports to partake in a safer Tajaran cultural experience. The company is even patronized heavily by the ruling crime families that allow it to co-partner on some of their businesses. ISUs are present there as well to function as security for Idris employee housing at the Pam Hu District, the company’s mall, and are rented by some of the rich to function as bodyguards. &lt;br /&gt;
 &lt;br /&gt;
Crevan workers make up the bulk of Tajara that work for Idris. Those who enter the service economy tend to be run of the mill citizens or failed entertainers. Those who work for the security teams are former crime family enforcers. The skills these street-hardened men and women gained in that line of work translate well into the corporate environment they found themselves in after signing on. While their cheap price matches their quality, these Tajara make up for it with a vicious eagerness for their work. They can typically be found running night security, transporting credits, or as cost-effective security details. Due to the Tajara bans and prevailing xenophobia, Tajara were never used at Idris installations within the Sol Alliance or in Elyra. Recruitment of Tajara has steadily increased following the end of the Second Revolution.&lt;br /&gt;
&lt;br /&gt;
===Golden Deep Collective===&lt;br /&gt;
Although opinions may differ between merchants, the Golden Deep and Idris Incorporated generally have an amicable, albeit cautious, relationship. Largely due to the Idris brand and an emphasis on customer service, many Idris retired synthetics from the service field find themselves purchased instead by the Golden Deep. Moreover the Golden Deep and Idris commonly engage in trade, supplying the mega-corporation with exotic luxury goods from across the galaxy. However some Golden Deep synthetics have voiced concern for the increased relations with the human run corporation.&lt;br /&gt;
&lt;br /&gt;
===Solarian Alliance===&lt;br /&gt;
Idris arguably maintains the best working relationship with the Alliance of any megacorporation aside from Einstein Engines thanks to its focus on luxury goods and banking instead of creating dangerous breakaway states or crashing the interstellar economy. The megacorporation paid its way out of nationalization efforts by the Alliance following the Solarian Collapse and continues to dominate the banking, tourism, and luxury goods sectors of the shrunken Alliance. While it does not dominate the Alliance&#039;s economy to the extent of other corporations Idris&#039; deep banking and luxury goods connections throughout the Jewel Worlds make it extremely difficult to dislodge and quite popular among most movers and shakers in the Solarian political scene. While Idris Incorporated tourism facilities can be found throughout the Jewel Worlds - particularly on [[Europa]] - it has the most control over [[Silversun]], despite protests from many residents of the planet at their home being turned into a massive resort for wealthy Solarians. Idris incorporated often does business with [[Einstein Engines]] in the Alliance, despite protests from NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
===New Kingdom of Adhomai===&lt;br /&gt;
&lt;br /&gt;
After the end of the Second Revolution, Idris Incorporated was quick to establish itself in the New Kingdom of Adhomai. Besides offering loans to the government and the nobility, the corporation is also heavily involved in the service sector. Idris provides alien luxury goods to the nobles while exporting Adhomian handcrafted items, such as the famous Baltor watches, to the galaxy. Thanks to the growing royalist tourist industry, the megacorporation is now investing in opening luxury resorts throughout the Kingdom. &lt;br /&gt;
&lt;br /&gt;
New Kingdom Tajara hired by Idris will usually be employed in its service sector. However, many sought employment in their security departments because of the influx of veterans caused by the end of the civil war. Idris Incorporated is regarded as the best corporation to work for in the NKA&#039;s public opinion; being one of its employees is considered a matter of pride. Tajara who seek employment in other megacorporations that share the same sectors with Idris are considered to have gone with a second-rate option.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Corporations]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Budg</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Offworlder_Humans&amp;diff=34409</id>
		<title>Offworlder Humans</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Offworlder_Humans&amp;diff=34409"/>
		<updated>2024-09-13T22:57:13Z</updated>

		<summary type="html">&lt;p&gt;Budg: minor spelling mistake&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 = Offworlder Humans&lt;br /&gt;
 |Scientific = H. Sapiens / Human&lt;br /&gt;
 |Image = Spacer320x320.png&lt;br /&gt;
 |System = N/A&lt;br /&gt;
 |World  = N/A&lt;br /&gt;
 |Language = Tau Ceti Basic/Freespeak&lt;br /&gt;
 |Politic = Scarabs&lt;br /&gt;
 }}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
Referred to most commonly as offworlders, these humans negatively affected by low gravity are a common sight in remote regions of the Orion Spur colonized by humanity. The largest known concentration of offworlders is the Scarab Fleet, a nomadic group which wanders throughout the Coalition of Colonies and “wild” frontier. Offworlders have, through generations of living in space, been physically changed by their circumstances. They are well-known for their elongated, unnaturally, and atrophied appearances and some offworlders have grown to be as tall as seven and a half feet (226cm). As a result most require some form of bracing and life support to sustain themselves for prolonged times in standard atmosphere and gravity, though have no issue surviving in either for hours at a time. Augments, prosthetics, and genetic modification have all been utilized by offworlders to overcome their physical limitations, with those from more wealthy backgrounds – such as the small but notable population on Valkyrie – having easier access to these techniques than Coalition or frontier offworlders.&lt;br /&gt;
&lt;br /&gt;
Offworlders have long been employed on corporate facilities throughout the Orion Spur but, thanks to the recent proliferation of the Coalition-originated Exo-Stellar Skeleton (ESS), offworlders are now finding employment in many facilities where gravity would have previously prevented them from working. Regenerative Muscular Therapy, or RMT, supplements which encourage a reversal in the muscular atrophy common amongst offworlders are used for a similar purpose. While neither an ESS nor RMT are mandatory for an offworlder to survive, they are highly sought-after by many offworlders due to the comfort they bring to life.&lt;br /&gt;
&lt;br /&gt;
Offworlder Humans are not whitelisted but are restricted from head of security roles due to their physical limitations.&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Low-gravity Humans mechanically:&#039;&#039;&lt;br /&gt;
Have much weaker bones, meaning their bones break easily.&lt;br /&gt;
Have much weaker organs, meaning their organs take higher damage.&lt;br /&gt;
Are much more susceptible to toxins.&lt;br /&gt;
Are much more resistant to light sources such as flashes&lt;br /&gt;
Are much more resistant to low pressure and have a much higher threshold for lung damage.&lt;br /&gt;
Only require the bare minimum air to reliably breathe - somewhere around 15kpa ingame. (Not currently implemented)&lt;br /&gt;
* Require assistance to stand upright comfortably through various means listed below. If offworlders attempt to stand without assistance, they receive massive discomfort and physical slowdown.&lt;br /&gt;
* Bleed much more slowly than normal Humans.&lt;br /&gt;
&lt;br /&gt;
===RMT Pill Supplements===&lt;br /&gt;
&lt;br /&gt;
RMT (Regenerative Musculature Tissue) pill supplements are used by those seeking to remedy the effects of prolonged zero-G adaptations. Mechanically, these work by nullifying the discomfort message and slowdown. You spawn with these automatically as an Offworlder. They have no other effects but can overdose at forty units, causing muscle pains.&lt;br /&gt;
&lt;br /&gt;
===Prosthesis===&lt;br /&gt;
&lt;br /&gt;
Any form of prosthesis which encompasses both legs removes the slowdown and discomfort entirely.&lt;br /&gt;
&lt;br /&gt;
===The ESS===&lt;br /&gt;
[[File:ess.png|right|thumb|An ESS module sprite.]]The Exo-Stellar Skeletons, or ESS for short, are the offworlder’s most unique asset. Utilized in much the same way as a standard RIG, it deploys The Exo-Stellar Skeleton, or ESS for short, is the offworlder’s most unique asset. Utilized in much the same way as a standard hardsuit, it deploys into a tightly-fitting chest and headpiece. The headpiece operates like a normal helmet and mask while the chestpiece serves no purpose other than to hold specialized accessories. Neither are space-proof. These are equipped with very little universally, generally things to maintain and keep the offworlder alive and well during their time in the hostile environments other humans call home.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The ESS is equipped with:&#039;&#039;&#039;&lt;br /&gt;
* An emergency injection system that, once the user exceeds a certain damage threshold, injects 5 units of dexalin and 5 units of Inaprovaline into the user’s bloodstream.&lt;br /&gt;
* An integrated vitals tracker that allows the player to scan their own body’s vitals and nobody else.&lt;br /&gt;
&lt;br /&gt;
The ESS has &#039;&#039;&#039;no statistics of its own and possesses no armor&#039;&#039;&#039;. Unlike true harduits the ESS does not splint broken bones. The helmet offers welding protection and the ESS can only equip two hardsuit modules alongside its default equipment, which cannot be removed. The following modules cannot be utilized:&lt;br /&gt;
Any weapon, including grenade launchers.&lt;br /&gt;
Combat chem injectors.&lt;br /&gt;
&lt;br /&gt;
Operating the ESS may seem overwhelming at first, but it&#039;s actually pretty simple. Once you spawn in as an offworlder, if the ESS is already on your back, you can toggle it on by using the &amp;quot;Toggle Hardsuit&amp;quot; verb found under Hardsuit Menu at the top right. If there are errors, such as overwear or a hat in the way, it will alert you in the chat. To remedy this, simply remove them. Once the RIG itself deploys, the visor should turn a bright transparent blue to indicate it is active. Do not move during the activation process, as it will restart it!&lt;br /&gt;
&lt;br /&gt;
Once completely active, you can press &amp;quot;Toggle Chestpiece&amp;quot; or &amp;quot;Toggle Helmet&amp;quot; in the same tab to retract or deploy either freely, so you can place your hat/overwear back on.&lt;br /&gt;
&lt;br /&gt;
In the &#039;&#039;&#039;Hardsuit Modules&#039;&#039;&#039; tab, you can access any installed modules on the ESS or activate the personal scanner using the buttons there. These can be activated from the Hardsuit Menu as well, by pressing the &amp;quot;Hardsuit Interface&amp;quot; verb.&lt;br /&gt;
&lt;br /&gt;
==Biology==&lt;br /&gt;
&lt;br /&gt;
Biologically, offworlders are humans who have had various bodily functions affected by low-gravity. These effects vary from offworlder to offworlder, and generally become more extreme the longer one’s ancestors have spent in low-gravity environments. Scarabs are known to suffer some of the most extreme biological divergences of any offworlders. A universal trait of offworlder physiology is the muscle atrophy resulting from their low-gravity environments. Offworlder communities such as the Scarabs have long counteracted this atrophy through exercise and physical activity as sufficient physical inactivity can cause an offworlder’s musculature to atrophy to a point where movement in any gravity becomes a challenge.  Regaining lost muscle mass is often difficult for offworlder, as is gaining weight more generally. This has resulted in most offworlders possessing a lanky build which often looks atypical when combined with their height.&lt;br /&gt;
&lt;br /&gt;
==Society and Culture==&lt;br /&gt;
&lt;br /&gt;
Offworlders are known for residing in very closely-knit communities which place a heavy emphasis on mutual cooperation and social connections. Many offworlders struggle with adapting to non-offworlder societies due to this form of hyper-socialization and often fall into a state of depression or loneliness as a result, even when surrounded by others. Oral tradition is very important in most offworlder societies due to the importance of passing knowledge concerning space travel from generation to generation and the often lack of formal education systems in more remote offworlder communities. An emphasis is placed upon EVA training as it is where many offworlders spend the majority of their time.&lt;br /&gt;
&lt;br /&gt;
In an environment as hostile as space, the daily routes of many offworlders consist of little aside from work, exercise and rest, with any relaxation time being a communal activity. Due to the need to conserve resources in space many offworlders possess a conservationist lifestyle which places a great emphasis upon practicality over luxury.&lt;br /&gt;
&lt;br /&gt;
Though most Offworlders are similar, three varieties commonly occur across space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spacers&#039;&#039;&#039; are perhaps the most ubiquitous, dwelling primarily in orbital stations or any sort of interstellar vessel. Their highly varied upbringings permit a vast selection of character backgrounds, but most Spacers can trace their origin to the Coalition of Colonies and few can be found in more populated regions of the Spur such as the Solarian Alliance or Republic of Biesel though some exceptions, such as Valkyrie in Tau Ceti, exist. The most well-known spacers are the members of the Scarab Fleet, the largest known group of offworlders in the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifters&#039;&#039;&#039; are offworlders which reside on low-gravity planets or asteroids, and are often seen herding hahkma or other insectoid fauna. Many of these offworlders are commonly landowners whose ownership of their claim has been passed down through generations. These offworlders are often found within the free frontier, where the control of the [[Sol Alliance|Solarian Alliance]] faded after the Interstellar War, and often reside in decaying facilities suffering from centuries of limited contact with the broader Spur. The [[Empire of Dominia]]’s colonial campaigns occasionally displace populations of these offworlders as they conquer nearby systems, which has led to many becoming refugees in the [[Republic of Biesel]] or Non-Citizen Persons in the [[Republic of Elyra]].&lt;br /&gt;
&lt;br /&gt;
The smallest, and most unusual, major offworlder population are the so-called &#039;&#039;&#039;Star Men&#039;&#039;&#039;, who have embraced heavy augmentation in order to survive in harsh environments such as [[Burzsia]]. Many of these Star Men have their own styles of augmentation unique to their particular system, or facility, which allow them to survive even the harshest of environments. Star Men are often sought after by megacorporations such as [[Hephaestus Industries]] for employment due to their familiarity with harsh environments and reliance on augmentation, which often places them into debt with their employer.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Offworlders are seen by many as the result of comparatively primitive space travel before the advent of practical artificial gravity in the early 2200s. Artificial gravity’s widespread adaptation in the modern Coalition was delayed by the Interstellar War and its aftermath, and many modern anthropologists note this is the reason for the Coalition’s comparatively large offworlder population compared to other nations of the modern Spur. Modern offworlders are typically descended from the original inhabitants of these low-to-no-gravity vessels and are, as a result, a minority compared to baseline humans as one must dwell within low-gravity for multiple generations for true “offworlder traits” to begin appearing. &lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>Budg</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Bartender&amp;diff=33598</id>
		<title>Bartender</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Bartender&amp;diff=33598"/>
		<updated>2024-07-07T08:38:32Z</updated>

		<summary type="html">&lt;p&gt;Budg: orion employs service&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBC2CC&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = #BBC2AA&lt;br /&gt;
|img = Bartender-nbt.png&lt;br /&gt;
|jobtitle = Bartender&lt;br /&gt;
|access = Bar&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = At least 18 years of age.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]], [[Orion Express]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Mix drinks, and serve them.&lt;br /&gt;
|guides = [[Guide to Drinks]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Bartender&#039;&#039;&#039;, it&#039;s your job to supply the crew with drinks, alcoholic and otherwise. However, you are expected to regulate the amount your patrons drink, and cut them off if they&#039;re too drunk/becoming too rowdy.&lt;br /&gt;
&lt;br /&gt;
== Preparing the Bar == &lt;br /&gt;
You can set the barsign to your preference by swiping your ID on it. It is also recommended that you set up the EFTPOS if you would like to charge people for their drinks. Additionally, you can pre-prepare drinks, and put them in the Drink Showcase, or on the bar, to entice people to try them.&lt;br /&gt;
&lt;br /&gt;
== Equipment == &lt;br /&gt;
* &#039;&#039;&#039;Shotgun&#039;&#039;&#039;: Found on the gun rack behind the booze dispenser. This is for breaking up bar fights and self defense. Taking outside the bar area is a [[Corporate Regulations|criminal offence]], so leave it within the bar. If you feel uncomfortable leaving it where anyone who hops the bar can grab it, close the shutters with the Bar shutters button.&lt;br /&gt;
* &#039;&#039;&#039;Shaker&#039;&#039;&#039;: Can fit 120 units. Useful for mixing recipes which are difficult to do in smaller amounts.&lt;br /&gt;
*&#039;&#039;&#039;Zippo&#039;&#039;&#039;: Useful for lighting other people&#039;s cigars and cigarettes. Have them put their cigar/cigarette in their mouth, then light the lighter, target mouth, and click on them in help intent to light their cigar/cigarette.&lt;br /&gt;
*&#039;&#039;&#039;Screwdriver&#039;&#039;&#039;: Used to remove cartridges from the booze and soft drink dispensers.&lt;br /&gt;
* &#039;&#039;&#039;Formal closet&#039;&#039;&#039;: Containing 2 formal uniforms like the one you spawn with, 2 pairs of black shoes and 2 top hats. There is an additional top-hat on the table next to the Booze-O-Mat.&lt;br /&gt;
* &#039;&#039;&#039;Booze-O-Mat&#039;&#039;&#039;: Dispenses bottles of different drinks/fluids, glasses, and other bar-related items. If it runs out of bottles, ask the [[Janitor]] for a booze resupply canister.&lt;br /&gt;
*&#039;&#039;&#039;All-In-One Grinder&#039;&#039;&#039;: Used to grind fruits, vegetables, and other items you obtain in order to get more fluids for your drinks. If the item you grind produces more than one reagent, you could ask the chef to use his CondiMaster Neo to sort them into multiple condiment bottles.&lt;br /&gt;
*&#039;&#039;&#039;Booze dispenser, and soft drink dispenser&#039;&#039;&#039;: This is what you will usually use to make and serve the various requested drinks and cocktails.&lt;br /&gt;
*&#039;&#039;&#039;EFTPOS Scanner&#039;&#039;&#039;: Used to charge people for drinks. Not needed, should you decide not to charge for drinks&lt;br /&gt;
* &#039;&#039;&#039;Drink Showcase&#039;&#039;&#039;: A freezer to put extra cocktails in so they don&#039;t litter the bar counter.&lt;br /&gt;
* &#039;&#039;&#039;Booze closet, beer keg, and a box of beanbag shells&#039;&#039;&#039;: Found in your back room, the Booze closet contains space beers, while the box of beanbag shells contains more non-lethal ammunition for your shotgun. The beer keg is next to the Booze-O-Mat.&lt;br /&gt;
* &#039;&#039;&#039;Pun Pun&#039;&#039;&#039;: A monkey. Can hold items if you put them in his hand.&lt;br /&gt;
&lt;br /&gt;
== Serving Drinks ==&lt;br /&gt;
Main Article: [[Guide to Drinks]]&lt;br /&gt;
&lt;br /&gt;
You are expected to serve drinks, alcoholic and non-alcoholic, plain and mixed, to the various people of the ship. However, you always have the right to cut someone off if you feel it is best, such as when they are vomiting and passing out from alcohol, or are beginning to act violent. Some cocktails will require special ingredients, which can often be obtained from the chef, or gardener.&lt;br /&gt;
&lt;br /&gt;
The minimum drinking age throughout Biesel is 17 so theoretically every employee should be old enough to serve, feel free to check though.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
You have a backroom which is hidden from everyone but the AI, and a gun with non-lethal rounds. You can also poison the drinks of anyone who comes to your bar, but there is a chance they may taste it and call you out.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Budg</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=33599</id>
		<title>Chef</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chef&amp;diff=33599"/>
		<updated>2024-07-07T08:38:15Z</updated>

		<summary type="html">&lt;p&gt;Budg: orion employs service&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBC2CC&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = #BBC2AA&lt;br /&gt;
|img = Chef-nbt.png&lt;br /&gt;
|jobtitle = Chef&lt;br /&gt;
|access = Kitchen&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = For Chef a Bachelors degree in applicable field. For cook, Highschool diploma and pass (75%+) Culinary Aptitude Test.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]], [[Orion Express]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Make food, feed the crew, manage menus, manage the budget.&lt;br /&gt;
|guides = [[Guide to Food]]&lt;br /&gt;
}}&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
As a Chef it&#039;s your primary job to keep customers fed. You have free reign over managing your menus and styling your kitchen and restaurant to your liking. You should have a fellow Chef to share the kitchen, or a cook. You share the dining area outside of the bar and should coordinate with the [[bartender]] to keep the whole place running well. It is important to also &#039;&#039;&#039;get your menu set up&#039;&#039;&#039; and handed out so the crew has both advertising, and an idea of the theme you&#039;ve set up for food this shift!&lt;br /&gt;
&lt;br /&gt;
You should also make sure you are setting up proper prices for your meals. Cash or card, it&#039;s important to get a revenue coming in so you are always able to afford [[Cargo]] orders or, if there&#039;s no botany, growing your own produce in the public garden!&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
You get a lot of cool kitchen related things, like these:&lt;br /&gt;
&lt;br /&gt;
* 1 Meat Spike. You can use these to butcher monkeys and other similar animals for a high volume of meat. Simply drag them to the spikes and they will instantly die without ever dirtying your &#039;&#039;hopefully&#039;&#039; perfectly clean hands and clothes! To retrieve the meat itself, click on the spike with an empty hand.&lt;br /&gt;
* A gibber. You can throw pretty much anything anything in the gibber except people (when it&#039;s functioning properly) and get meat. It&#039;s only cost effective for large mobs such as cows, or if you want organs like brains and hearts from monkeys/Naera and such. Is this ethical? Up to you!&lt;br /&gt;
* 2 Dinnerware vendors that can dispense trays, plates, cups, and knives. One is for you, the other is for customers.&lt;br /&gt;
* 2 stoves which will form the backbone of your meal preparation and cooking.&lt;br /&gt;
* An oven for baked goods.&lt;br /&gt;
* A fryer that deep-fries any food you put in it. &amp;lt;s&amp;gt;Try to resist the urge to deep fry every single food you make&amp;lt;/s&amp;gt;.&lt;br /&gt;
* A candy machine that makes candy, jellies, jawbreakers and more!.&lt;br /&gt;
* A Smart Fridge to hold produce.&lt;br /&gt;
* A SmartHeater to hold finished meals.&lt;br /&gt;
* A CondiMaster that allows you to separate and bottle liquid ingredients.&lt;br /&gt;
* An All-In-One Grinder to create liquids or powders.&lt;br /&gt;
* Drinks dispenser that services the customers &amp;lt;s&amp;gt;or yourself&amp;lt;/s&amp;gt;&lt;br /&gt;
* In absence of a gardener, you start with a box filled with 8 random commonly used vegetables and fruit.&lt;br /&gt;
* Shutters to close in case of rowdy space carp, if you want some privacy, or [[Traitor|other things]].&lt;br /&gt;
&lt;br /&gt;
=== Menu Making ===&lt;br /&gt;
A menu can help set up the theme for your restaurant. When you get one prepared, copy off about 40 of them and get a few assistants to hand them out and set them on every table. Alternatively, you can use the holo-menu. The future is now!&lt;br /&gt;
&lt;br /&gt;
There are many ways to format your menu. Be sure to be creative! The only things you need are the meals and their prices. Everything else is up to you!&lt;br /&gt;
&lt;br /&gt;
Some examples are below.&lt;br /&gt;
&lt;br /&gt;
==== Menu formats ====&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;Menu 1&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Menu 1&lt;br /&gt;
&lt;br /&gt;
[[File:Menu1.png|An example of a menu.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;[u][large][center]Horizon Restaurants[/center][/large][/u]&lt;br /&gt;
&lt;br /&gt;
[b]Breakfast Specials[/b] -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
&lt;br /&gt;
[b]Lunch Specials[/b] -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
&lt;br /&gt;
[b]Dinner Specials[/b] -&lt;br /&gt;
[meal] - [credits]&amp;lt;/pre&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;
&#039;&#039;&#039;Menu 2&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Menu 2&lt;br /&gt;
&lt;br /&gt;
[[File:Menu2.png|Another example of a menu.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;The Kitchen menu!&lt;br /&gt;
&lt;br /&gt;
Breakfast Specials - &lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&lt;br /&gt;
&lt;br /&gt;
Lunch Specials -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&lt;br /&gt;
&lt;br /&gt;
Dinner Specials -&lt;br /&gt;
[meal] - [credits]&lt;br /&gt;
Drink Options -&lt;br /&gt;
[x]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&#039;&#039;&#039;Main Article:&#039;&#039;&#039; [[Guide to Food]].&lt;br /&gt;
&lt;br /&gt;
== Money Making and Budgeting ==&lt;br /&gt;
&lt;br /&gt;
Since you are part of the service department an important part of your job is to make money. You have three primary methods of gaining payments:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;EFTPOS&#039;&#039;&#039;, &#039;&#039;&#039;cash&#039;&#039;&#039;, and the &#039;&#039;&#039;Ordering Terminal&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
EFTPOS is like a portable cash register. After you get the account details for the Service Department from the [[Executive Officer]], you can start charging with funds going directly to the account. You should also ask about being given an ID card with access to the department account for making cargo purchases. It&#039;s like a company debit card!&lt;br /&gt;
&lt;br /&gt;
=== EFTPOS ===&lt;br /&gt;
&amp;lt;pre&amp;gt;First EFTPOS setup:&lt;br /&gt;
1. Memorize your EFTPOS command code (provided with all EFTPOS devices).&lt;br /&gt;
2. Connect the EFTPOS to the account in which you want to receive the funds.&lt;br /&gt;
&lt;br /&gt;
When starting a new transaction:&lt;br /&gt;
1. Enter the amount of money you want to charge and a purpose message for the new transaction.&lt;br /&gt;
2. Lock the new transaction. If you want to modify or cancel the transaction, you simply have to reset your EFTPOS device.&lt;br /&gt;
3. Give the EFTPOS device to your customer, he/she must finish the transaction by swiping their ID card or a charge card with enough funds.&lt;br /&gt;
4. If everything is done correctly, the money will be transferred. You will hear a ping if the payment was successful. To unlock the device you will have to reset the EFTPOS device.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ordering Terminal ===&lt;br /&gt;
The Idris Ordering Terminal is very similar to the EFTPOS except it is already linked to the Civilian account and allows for prices to be attached to items. The terminal is in the hallway outside of the kitchen, right next to the ATM.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;To modify the terminal options:&lt;br /&gt;
1. Open the terminal interface.&lt;br /&gt;
2. Toggle the terminal lock.&lt;br /&gt;
3. Swipe your ID.&lt;br /&gt;
4. Add any items and their prices.&lt;br /&gt;
5. Toggle the lock again to stop editing the available items.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When someone buys an item or items from the terminal, it prints a receipt and ticket which they can then present to you.&lt;br /&gt;
&lt;br /&gt;
=== Cash ===&lt;br /&gt;
If you have no Executive Officer, or they don&#039;t want to give you any account details for some reason, or EFTPOS is too complicated for you, then there is the tried and true method of having people pay with cash. This is a far simpler method:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
1. Have the customer use the nearby ATM to withdraw the necessary funds.&lt;br /&gt;
2. Accept the funds.&lt;br /&gt;
3. Put the funds somewhere safe, like the tip jar.&lt;br /&gt;
4. Wait for a Executive Officer or Captain to show up to deposit the money in the department account, or use it for department purchases as-is.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Department Finances: Paying For Stuff With Your Own Hard Earned Revenue ===&lt;br /&gt;
&lt;br /&gt;
Sometimes you need to buy things for your kitchen. Cargo provides many unique items that are not immediately available in the kitchen that can help you make new recipes. You need to use department funds to pay for department purchases - it would be very unfair for you to pay out of pocket for kitchen expenses!&lt;br /&gt;
&lt;br /&gt;
It is also helpful when there is no [[botanist]]. There is a garden on the surface level where you can spend money to buy and grow seeds into various produce. Taking money for your starting menu, and using the money to pay for seeds to grow into produce that you then make into food to sell to crew for a profit, is already creating a whole mini-game that you can do even without your botanist ally.&lt;br /&gt;
&lt;br /&gt;
Try to see what other things you can do with your funds! As long as you try to stay in the black...&lt;br /&gt;
&lt;br /&gt;
== Cooking and You ==&lt;br /&gt;
&lt;br /&gt;
You can cook any meal with the vast array of machines available to you. Just be careful, if you leave food and ingredients cooking for too long they&#039;ll become burned messes and could even catch fire!&lt;br /&gt;
&lt;br /&gt;
Some ingredients need to be processed before they can be used in recipes. The grinder and CondiMaster make this easy for liquid ingredients, however others may have their own process. Make sure you have enough dough and cheese! For details on recipes and how to make certain ingredients, look through the [[Guide_to_Food]].&lt;br /&gt;
&lt;br /&gt;
If you want to personalize a meal, or perhaps you want to make a dish that isn&#039;t possible, just use your pen on a finished meal. You can change the name and description to whatever you want, although this won&#039;t change the taste of the food. Similarly, sandwiches can contain whatever you want. Go wild!&lt;br /&gt;
&lt;br /&gt;
You can cut various dishes with the knife you have, such as cheese wheels and pizzas.&lt;br /&gt;
&lt;br /&gt;
=== Hydroponics ===&lt;br /&gt;
Your neighbor, [[Botanist|hydroponics]], is tasked mainly with growing vegetables and fruits for you to use in your dishes.  They will dump what they produce into the smart fridge that is located in both of your walls.  Be sure to tell them what to grow, as they are currently incapable of reading your mind.  A good starting task to tell them is to grow wheat, tomatoes, and potatoes, as these plants are used most in your recipes.  After they have those, just request plants as needed.  They are also capable of producing milk and meat with biomass, which can become very useful if you do not have [[Operations Manager|cargo staff]] to order cattle from.&lt;br /&gt;
&lt;br /&gt;
If you have no gardener, you can access the public garden just below the library.&lt;br /&gt;
&lt;br /&gt;
Ordering chickens for the gardener is a good step to take if you know you&#039;ll be needing more eggs than the ones you start with. Feed them with wheat to get them to lay eggs. Unattended eggs may hatch into more chickens. Chickens can also be put into the meat grinder to make chicken meat.&lt;br /&gt;
&lt;br /&gt;
=== Blending ===&lt;br /&gt;
All food contains the universal ingredient called &amp;quot;Nutriment.&amp;quot; It&#039;s what nourishes you and heals your injuries when you eat. Although food might not heal you as quickly as the doctor can, and won&#039;t heal the more unusual types of damage, it can often heal for more over time.&lt;br /&gt;
&lt;br /&gt;
You can blend anything that comes from botany, and pretty much all food. Nutriment can be added to your dishes to make them more filling. Some plants contain other liquids that can be used as condiments or as ingredients in food.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Traitor Chef is an interesting position. You can take syringes full of nasty [[Chemist|chemicals]] and inject it into food items. If you have a compatriot in Hydroponics, they can grow you some poisonous shrooms which you can then refine with the Blender and ChemMaster. Don&#039;t forget your knife and rolling pin, the pin causes partial blindness, and the knife has pretty good damage, which can be useful in a pinch.&lt;br /&gt;
&lt;br /&gt;
Remember, the gibber only accepts humans when emagged, so decide if it&#039;s worth the telecrystals.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Budg</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Chaplain&amp;diff=33600</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Chaplain&amp;diff=33600"/>
		<updated>2024-07-07T08:37:53Z</updated>

		<summary type="html">&lt;p&gt;Budg: orion employs service, chaplains can be independent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBC2CC&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = #BBC2AA&lt;br /&gt;
|img = Chaplain-nbt.png&lt;br /&gt;
|jobtitle = Chaplain&lt;br /&gt;
|access = The Chapel&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = None, though a degree in Theological Studies would help.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]], [[Orion Express]], and Independent.&lt;br /&gt;
|education = Not defined.&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Hold services and funerals, cremate people, counsel the crew.&lt;br /&gt;
|guides = No external guides.&lt;br /&gt;
}}&lt;br /&gt;
Also known as the &#039;&#039;&#039;Counselor&#039;&#039;&#039;, &#039;&#039;&#039;Presbyter&#039;&#039;&#039;, &#039;&#039;&#039;Rabbi&#039;&#039;&#039;, &#039;&#039;&#039;Imam&#039;&#039;&#039;, &#039;&#039;&#039;Priest&#039;&#039;&#039;, or &#039;&#039;&#039;Shaman&#039;&#039;&#039; the Chaplain&#039;s role is to provide psychological support to the crew who need it.&lt;br /&gt;
&lt;br /&gt;
It is suggested that you use the radio to call people to the Holodeck when you are performing services, or to offer counseling in your office.&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
Each chaplain is free to invent the details of their rituals. However, it is best to keep it reasonable.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Funerals&#039;&#039;&#039;: You have a crematorium, for cremating those who have it designated in their records. Remember to strip a body before doing so. Some employees appreciate wakes being held for friends and loved ones. See below.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Psychological care&#039;&#039;&#039;: This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You can press the &amp;quot;window tint control&amp;quot; button to darken your windows, and ensure that no one outside of your office can hear any confessions. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Church Services&#039;&#039;&#039;: Give sermons and sing hymns. Feel free to make these up, just try to keep it relatively sane. Though you do not have a designated chapel, the holodeck can become one if needed.&lt;br /&gt;
&lt;br /&gt;
== Religions ==&lt;br /&gt;
If you decide to go the religious route, ensure your religion would be reasonably expected to be permitted on Stellar Corporate ships. They are required to provide a multi-religious service, which means representation of many, many religions.&lt;br /&gt;
&lt;br /&gt;
However you are free to propagate any present day religions you know of, or even invent one of your own! Just make sure it doesn&#039;t go against NanoTrasen and its values, and is not unrealistic, or you may well end up in the brig.&lt;br /&gt;
&lt;br /&gt;
== Contacting the Gods ==&lt;br /&gt;
The Pray command is like an adminhelp, but is IC, and should be worded deferentially (e.g. &amp;quot;Oh God, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. &lt;br /&gt;
&lt;br /&gt;
Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes, graffiti, and letters, for any rituals or religious practices.&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
=== Your Book ===&lt;br /&gt;
You begin the shift selecting your god, religion name, and holy book appearance. It can also hold a small number of items in it.&lt;br /&gt;
&lt;br /&gt;
Your book can be used to create more holy water, by using it on a container with water in it.&lt;br /&gt;
&lt;br /&gt;
=== Holy Water ===&lt;br /&gt;
Holy Water can be used to convert a tile into holy ground when splashed on it. Holy ground cannot be crossed by the incorporeal (ghosts, vamps and wraiths using incorporeal move, wizard using jaunt.)&lt;br /&gt;
&lt;br /&gt;
Holy water will calm a vampire, deconvert a cultist, and set skeletons and liches on fire.&lt;br /&gt;
&lt;br /&gt;
However, Holy water is a different reagent than water, and therefore will not water plants, put out fires, kill slimes, or anything else specific to water.&lt;br /&gt;
&lt;br /&gt;
=== Null Item Box ===&lt;br /&gt;
Using the Null Item Box will allow you to choose from three null items. The differences between them are their appearance, and what slots they fit in.&lt;br /&gt;
* &#039;&#039;&#039;Null Rod&#039;&#039;&#039;: A basic, obsidian rod. Fits in your pocket.&lt;br /&gt;
* &#039;&#039;&#039;Null Athame&#039;&#039;&#039;: A wavy dagger. Fits in your pocket.&lt;br /&gt;
* &#039;&#039;&#039;Null Staff&#039;&#039;&#039;: A long staff. Can be worn on your back.&lt;br /&gt;
A Null Item can be used to remove cultist runes or temporarily silence a wizard. They also have a chance, when used on a cultist, to hit them, do nothing, or deconvert them.&lt;br /&gt;
They also make for semi-decent melee weapons, doing 15 brute.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
The Chaplain&#039;s office can be hidden from everyone but the AI with a single button press, and contains a crematorium for disposing of bodies. You have a null item, which can be a portable, and dangerous weapon.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Budg</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Librarian&amp;diff=33601</id>
		<title>Librarian</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Librarian&amp;diff=33601"/>
		<updated>2024-07-07T08:37:13Z</updated>

		<summary type="html">&lt;p&gt;Budg: orion employs service&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBC2CC&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = #BBC2AA&lt;br /&gt;
|img = Librarian-nbt.png&lt;br /&gt;
|jobtitle = Librarian&lt;br /&gt;
|access = [https://wiki.aurorastation.org/index.php?title=Civilian#Library Library] Private Study&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = None, though an applicable degree (Bachelors or above) would help.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]], [[Orion Express]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]]&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Read and write books. Stock the Library. Write short stories for the Crew with the Newscaster.&lt;br /&gt;
|guides = [[Guide to Paperwork]], [[Guide to Communication Devices]].&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Librarian&#039;&#039;&#039; spends most of his or her time in the Library printing out books, lending them out, reporting on ship events, and interviewing people for their story. In practice, no one uses the library. Feel free to go and explore the ship without fear of being yelled at. The External Archive goes across shifts, and books uploaded to it will be there in future shifts.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
You will be giving out books, on the rare occasion that someone requests a book, and ensuring the library is stocked with a variety of books. You will also be replacing the [[Chaplain]]&#039;s  Bibles if need be. While it&#039;s not your job, you can also use the Newscaster to write short stories. You will also be expected to upload people&#039;s novels to the archive, and may even write one yourself.&lt;br /&gt;
&lt;br /&gt;
==Your Tools==&lt;br /&gt;
===Barcode Scanner===&lt;br /&gt;
The barcode scanner will be needed for checking books into the Check-In/Out Computer. It must be synced with the computer first, simply use it on the computer to do so. It has 4 modes, that are as follows:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mode 0:&#039;&#039;&#039; Scan book to local buffer.&lt;br /&gt;
*&#039;&#039;&#039;Mode 1:&#039;&#039;&#039; Scan book to local buffer and set associated computer buffer to match.&lt;br /&gt;
*&#039;&#039;&#039;Mode 2:&#039;&#039;&#039; Scan book to local buffer, attempt to check in scanned book.&lt;br /&gt;
*&#039;&#039;&#039;Mode 3:&#039;&#039;&#039; Scan book to local buffer, attempt to add book to general inventory.&lt;br /&gt;
&lt;br /&gt;
===Book Bag===&lt;br /&gt;
Can be used to carry 7 books for convenience. Simply click on a tile with books on it, and your Book Bag will scoop up 7 of them. Makes stocking the library much easier.&lt;br /&gt;
&lt;br /&gt;
==Check-In/Out Computer==&lt;br /&gt;
The Check-In/Out Computer will be your main method of doing most of your job. It has 6 options, some of which will open a new menu with options of its own.&lt;br /&gt;
*&#039;&#039;&#039;1. View General Inventory:&#039;&#039;&#039; Will open a list of all the books you have registered to the library&#039;s inventory.&lt;br /&gt;
*&#039;&#039;&#039;2. View Checked Out Inventory:&#039;&#039;&#039; Will open a list of all the books that have been checked out on the Check-In/Out Computer.&lt;br /&gt;
*&#039;&#039;&#039;3. Check out a Book:&#039;&#039;&#039; Will allow you to set a book as checked out, by enterring the title of the book, recipient of it, and total time that it will be checked out for before being late.&lt;br /&gt;
*&#039;&#039;&#039;4. Connect to External Archive:&#039;&#039;&#039; Will open a list of every book submitted to the External Archive. Use the CTRL+F shortcut to more easily find what you&#039;re looking for, or enter a specific number to print the book that is registered to that number.&lt;br /&gt;
*&#039;&#039;&#039;5. Upload New Title to Archive:&#039;&#039;&#039; Will allow you to add a new book to the External Archive. Write your book on a single piece of paper, then insert it into the Book Binder. After some time, a new book containing what you wrote on the paper will be created. Using a pen on the book, you can add to the contents, edit the title, or edit the author. Now, insert it into the scanner next to the Check-In/Out Computer, and click the &amp;quot;scan&amp;quot; option on the interface. Then, select the &amp;quot;5. Upload New Title to Archive&amp;quot; option on the Check-In/Out Computer, and set the author and genre of your book, then click the Upload to add it to the External Archive. This should not be abused, and while it doesn&#039;t need to be a masterpiece, duplicates of books, or overall low quality books should not be submitted.&lt;br /&gt;
*&#039;&#039;&#039;6. Print a Bible:&#039;&#039;&#039; Will print a new bible for the [[Chaplain]], or anyone else who may want a bible.&lt;br /&gt;
&lt;br /&gt;
== Stocking the Library ==&lt;br /&gt;
First things first, stock your Library with books. At the beginning of a shift, the bookshelves will be bare. To fix this, use the Library&#039;s Check In/Out Computer and use its function, &amp;quot;4. Connect to External Archive&amp;quot;. Here is where you can find books to stock the library with, or upon request to. They are sorted alphabetically by author name. You can use the CTRL+F shortcut to search for words, or enter a number into the &amp;quot;(Order book by SS13BN)&amp;quot; option to print a specific one. Books come in 5 genres. Fiction, Non-Fiction, Reference, Religion, and Adult.&lt;br /&gt;
&lt;br /&gt;
==Creating and Submitting to a News Feed==&lt;br /&gt;
You can create a News Feed to submit stories to. Simply open up the interface of a news caster, and click the &amp;quot;Create Feed Channel&amp;quot; option. You will be able to set the channel name, and whether or not anyone, or only you can submit stories to it. Then, select the &amp;quot;Submit new Feed story&amp;quot; option to submit a story to a channel. You will be able to choose which channel the story will be on, either yours, or anyone else&#039;s that allows public submissions. You can then enter the actual text of the story itself under the &amp;quot;Message Body&amp;quot; option, and even attach a photograph from a camera to include in your story. You can the use the &amp;quot;Print Newspaper&amp;quot; option, and then the &amp;quot;Print paper&amp;quot; option to print a physical copy of all of the news feeds and stories submitted to them, to distribute.&lt;br /&gt;
&lt;br /&gt;
You could also broadcast stories over the radio, however it is best not to do so over common, and instead use the &amp;quot;Entertainment&amp;quot; channel, 146.1. It is fine to advertise this over common, however don&#039;t advertise too much, or it would be just as bad as if you were broadcasting over the common channel itself. Though this isn&#039;t your job, this can still be used to entertain the Crew.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
You have a backroom which can be hidden from everyone but the AI by simply closing the shutter, and you can often rely on the fact the library is not often frequented to attempt otherwise easily seen actions within it. In addition, Emagging the Check-In/Out Computer causes it to spit out an Arcane Tome. While you will not be able to use it unless a cultist, it could be used to misdirect security.&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Budg</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Botanist&amp;diff=33602</id>
		<title>Botanist</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Botanist&amp;diff=33602"/>
		<updated>2024-07-07T08:36:51Z</updated>

		<summary type="html">&lt;p&gt;Budg: orion employs service&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #BBC2CC&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SERVICE&lt;br /&gt;
|imagebgcolor = #BBC2AA&lt;br /&gt;
|img = Botanist-nbt.png&lt;br /&gt;
|jobtitle = Botanist&lt;br /&gt;
|access = [https://wiki.aurorastation.org/index.php?title=Civilian#Hydroponics Hydroponics]&lt;br /&gt;
|difficulty = Easy&lt;br /&gt;
|qualifications = Bachelors degree in applicable field, or pass (75%+) Horticulture Test.&lt;br /&gt;
|employers = [[Idris Incorporated]], [[Nanotrasen Corporation]], [[Orion Express]].&lt;br /&gt;
|education = [[Tajaran Educational Institutions#Nal&#039;tor College of Career Excellence|Nal&#039;tor College of Career Excellence]] - [[Tajaran &lt;br /&gt;
Educational Institutions#Shungsta University of Agrarian Sciences|Shungsta University of Agrarian Sciences]]&lt;br /&gt;
|superior = [[Executive Officer]]&lt;br /&gt;
|duties = Grow plants for the kitchen and operations bounties. Take care of animals in pen.&lt;br /&gt;
|guides = [[Guide to Hydroponics]]&lt;br /&gt;
}}&lt;br /&gt;
As a &#039;&#039;&#039;Botanist&#039;&#039;&#039;, it&#039;s your job to grow stuff for the [[Chef]] to keep the crew fed. There are plenty of vegetables to grow, and if you&#039;re feeling adventurous, there are some other less edible plants to experiment growing with. You may also come in handy for medical or the chemist, as many plants can provide useful chemicals when ground up and purified in a ChemMaster 3000.&lt;br /&gt;
&lt;br /&gt;
== Plants ==&lt;br /&gt;
For the full chart with plant types, what they look like, and what they do, please check out the [[Guide to Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
=== Fertilizer Types ===&lt;br /&gt;
&#039;&#039;&#039;EZ Nutrient:&#039;&#039;&#039; The standard fertilizer, keeps plants alive. Won&#039;t increase yield.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Left-4-Zed:&#039;&#039;&#039; Increases the potency by a large amount, but takes forever to harvest. Switch to another fertilizer if it takes too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Robust Harvest:&#039;&#039;&#039; The amount harvested increases dramatically.&lt;br /&gt;
&lt;br /&gt;
=== Seeds ===&lt;br /&gt;
The seed storage gives you seeds to start growing. There&#039;s a couple of hidden seeds too if you get the tools to hack it, but remember that it&#039;s very slightly illegal.&lt;br /&gt;
&lt;br /&gt;
=== The [[Chef]] ===&lt;br /&gt;
Take your vegetables to the chef, then have him cook them up! There are many different foods the chef can make from different foods you grow. Or, as an alternative, have him blend different things for you. Blended foods provide a concentration of various materials that can be separated from nutriment reagents.&lt;br /&gt;
&lt;br /&gt;
== Tools of the Trade ==&lt;br /&gt;
You get a few fun tools as a Botanist that will make your life easier when growing plants. Many of these are found in your locker:&lt;br /&gt;
* &#039;&#039;&#039;Plant Analyzer:&#039;&#039;&#039; Use to determine various traits about your plants and seeds. Good to determine best lighting conditions for optimal growing time.&lt;br /&gt;
* &#039;&#039;&#039;Plant Bag:&#039;&#039;&#039; Collects harvestables and seed packets in bulk. Just click on the pile with the bag to collect, and click the bag on the fridge or seed vendor to store.&lt;br /&gt;
* &#039;&#039;&#039;Hydrobelt:&#039;&#039;&#039; Useful for carrying all your planting needs at hand.&lt;br /&gt;
* &#039;&#039;&#039;Hatchet:&#039;&#039;&#039; Use cut down plants from your trays when you are ready to remove them. Also used to chop tower caps into wooden planks.&lt;br /&gt;
* &#039;&#039;&#039;Mini Hoe:&#039;&#039;&#039; Use to remove weeds from the hydroponic trays. Weeds are more common on soil beds than in trays, but it&#039;s good to check from time to time.&lt;br /&gt;
* &#039;&#039;&#039;Plant Clippers:&#039;&#039;&#039; Used to take a sample from a plant and make a new seed packet you can grow before the plant is mature. This harms the plant&#039;s health somewhat, and some plants are more fragile than others.&lt;br /&gt;
* &#039;&#039;&#039;Plant-B-Gone:&#039;&#039;&#039; Makes plants unhealthy, and easier to chop down. Does minor toxin damage. May cause strange weeds or mushrooms to grow in place of the plant.&lt;br /&gt;
* &#039;&#039;&#039;Backpack Water Tank:&#039;&#039;&#039; A quick and easy way to fill your trays (or spray the ground wet) but it takes up your backpack slot. Holds 500 units. Detach the sprayer and use it to fill the pack at the sink.&lt;br /&gt;
* &#039;&#039;&#039;Bucket:&#039;&#039;&#039; Fill at the sink and water your trays. Doesn&#039;t take up your back slot. Holds 300 units.&lt;br /&gt;
&lt;br /&gt;
== Other Useful Tools ==&lt;br /&gt;
* &#039;&#039;&#039;Tray Lids:&#039;&#039;&#039; When setting light conditions, use the lids (alt+click the tray). This will keep the temperature and set light condition stable in the tray. Defaults at level 5 light.&lt;br /&gt;
&lt;br /&gt;
=== Chemicals ===&lt;br /&gt;
Ammonia is a much better fertilizer than EZ-Grow, and unstable mutagens can cause some interesting plant variations.&lt;br /&gt;
&lt;br /&gt;
Most chemicals can be requested from the [[Chemist]], but you&#039;re quite low down on the list of people who need them, so try giving them some useful plants to blend.&lt;br /&gt;
&lt;br /&gt;
Different chemicals do different things to your plants when injected. Feel free to experiment until you find a blend you like!&lt;br /&gt;
&lt;br /&gt;
== Traitor ==&lt;br /&gt;
You can use Nettles as an interesting weapon, but they take a very long time to grow to effective potency levels. If you have an easy objective, quickly rush out and get it out of the way, head back and get your plants growing. Your leather gloves leave no prints at a crime scene, so if you ditch your equipment (or hide it) you should be fine enough so no one knows it was you. You can also intoxicate some food if you get your hands on a dropper. Just make sure your give it to the right person!&lt;br /&gt;
&lt;br /&gt;
{{Guides}}&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Budg</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=New_Gibson&amp;diff=33459</id>
		<title>New Gibson</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=New_Gibson&amp;diff=33459"/>
		<updated>2024-06-27T23:30:03Z</updated>

		<summary type="html">&lt;p&gt;Budg: fixed &amp;#039;PCMG&amp;#039; typo to correct &amp;#039;PMCG&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:New_Gibson_Banner.png]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;A Gibsonite Understad, built underground in pursuit of downwards-facing drills. These cities crawl at a snail&#039;s pace, but over hundreds of years have grown kilometers underground in some places.&#039;&#039;&amp;lt;/center&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;New Gibson&#039;&#039;&#039; is the second exoplanet to be colonized by humanity, shortly after the initial success of [[Biesel]]&#039;s colonization attempt in 2167. While the economic and social powerhouse established itself on Biesel, New Gibson was set to become the industrial workhorse of the [[Tau Ceti]] system. New Gibson contained a rich and valuable resource pool together with the highest concentrations of many valuable minerals of any planetary surface in Tau Ceti, in the form of highly concentrated ores. This vast mineral wealth was highly sought after, especially for the continued development of Biesel&#039;s fledgling colony at the beginning of its life. While New Gibson has a complex dedicated to virtually all industries, its major players are shipbuilding and wide-ranging manufacturing adjacent to its titanic planetary mines. This is an old world, with efforts to commercialize every crevice ranging back hundreds of years. In the cavernous pitfalls and valleys of New Gibson resides both its thriving mining economy and its greatest dangers. Active tectonics of New Gibson are nonexistent, leading to a very cold, dark mantle. It is assumed with current technology that the core of New Gibson is long dormant, though no recorded effort to reach it has ever succeeded.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
== History ==&lt;br /&gt;
Settlers from the regions of Scandinavia populated New Gibson’s wayfaring colonization fleets in its early days - following the near-collapse of the Earth biosphere. Unlike Biesel, a tremendous measure of preparation was required before even considering landing on New Gibson. Colonization ships were unusually huge, purpose-made to carry the equally large terrestrial biodomes for orbital delivery.  The colonization of New Gibson in 2167 shortly after Biesel came with small praise and little media coverage, contrary to its neighbour which had blown minds as the first habitable exoplanet colonized. New Gibson was relatively unnoteworthy, and simply seen as a stepping stone for Biesel’s upcoming dominance. From its colonization and onwards, the history of New Gibson would be turbulent, and often seen as secondary to Biesel in many ways. &lt;br /&gt;
&lt;br /&gt;
The industrial prowess of New Gibson however was never questioned. Unlike Biesel’s planetside capabilities, New Gibson had been developed as a mining venture from the start. Early corporations sought to jeopardize the immigration boom to Biesel by raising New Gibson to be a boomtown for different reasons. Though, due to the difficulties with its habitability and extreme weather conditions, the population of New Gibson would never soar. People sought comfort in the paradise of Biesel’s landscapes, and quickly New Gibson receded into being nothing more than another one of Biesel’s ventures into independence. &lt;br /&gt;
&lt;br /&gt;
Most everything for New Gibson’s colonization was eventually manufactured in-system or in orbit. Facilities such as biodomes would be dropped from orbit on one-way trips, unpiloted and half-complete. Once landed, they would be properly constructed in gravity with the proper necessities planetside, such as electricity and water pump systems. The dropping of biodomes would usually be catastrophically mismanaged, and the hasty rate at which they were constructed did not help. Most of the dropped facilities would fail mid-flight and slam into the planet destructively. This led to biodomes being spread out in landing, and many ended up being connected by less-than-stable structures built overground.&lt;br /&gt;
&lt;br /&gt;
Underground, things were far different - drilling arrays and material acquisition made plenty of room for development, and within the turf of New Gibson, there was some warmth still. While traversal would still require extensive EVA protection, underground facilities would be built much more comfortably without constant winds barraging the ground crews. Biodomes were the start, but in truth, the underground would expand New Gibson’s industry exponentially over the years.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Founding ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The encroaching ecological collapse of Earth spurred numerous countries across the European Union to attempt to colonize planets as a way to preserve their way of life - even if it existed in another form on another planet. Majority of the original colonists of New Gibson were refugees from the environmental circumstances of their homeland - melting icecaps flooding the coastal regions of Scandinavia. Entire regions were wiped from the flood, resulting in overpopulation within the major population centres and rising political tension. The issues presented across the Nordic region eventually prompted the unified colonization effort of New Gibson - its abundance of natural resources and proximity to Biesel and Valkyrie made it an optimal decision. &lt;br /&gt;
&lt;br /&gt;
Several settlements were established during the mid-2160s, marking the first wave of colonization, utilizing modified archology technology from Mars. The first biodomes are considerably different from what exists across New Gibson currently and were heavily industrialized. Artificial environments were unheard of for the initial colonists of the planet, and industrial architecture was a common sight. The limited ability to sustain colonists, whilst also providing for their needs, resulted in cramped living conditions until the expansion of the settlements deep within the permafrost and crust. &lt;br /&gt;
&lt;br /&gt;
Despite there being several setbacks across the colonies of New Gibson, it was eventually deemed a successful effort from all sides in 2192. Colonies that previously were self-sufficient had begun industrially specializing, and an expansive trading network between the biodomes became critical to the survival of those across the arctic plains. Initially making use of atmospheric carriers that proved to be ineffective in the long run, the notion of an interconnected subway crept into the colonists’ minds. The New Gibsonite Subway was established in 2224 and brought with it a new type of connection between the biodomes. Travelling among biodomes became popular, and the myriad of colonial cultures began to fuse into one. &lt;br /&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;&amp;gt;&lt;br /&gt;
=== Second Great Depression &amp;amp; Interstellar War ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The ushering in of the Second Great Depression resulted in a dark age occurring across the colonies of New Gibson. The collapse of the Solarian Alliance’s economy initially meant that New Gibson saw itself rise to prominence as a regional industrial superpower, and enjoyed a somewhat delayed impact of the economic slump as outer colonies found themselves relying on New Gibson as a manufacturing hub in the region. The continued economic downturn eventually forced the rerouting of funds allocated to New Gibson to other colonies deemed more vital. While other colonies had begun to adjust to the instability of the economic recession, New Gibson had been plunged into the deep end. With the inability to fund the maintenance of their biodomes combined with escalating demands from its industrial sector, New Gibsonites were forced to replace several residential districts with industrial zones in the hope of their export income sustaining the colonies. Biodomes returned to cramped living conditions, with overpopulation quickly overtaking the other issues faced.&lt;br /&gt;
&lt;br /&gt;
The outbreak of the Interstellar War only added to the abuse that New Gibson was suffering from the increased demand for its manufacturing ability. Much of the smaller industries funded by the inhabitants found themselves swallowed by larger off-world competitors, namely Einstein Engines. While the shipbuilding industry of New Gibson was repurposed for simple refuelling and repairs, it quickly became the foremost and most critical base for the war effort towards the galactic east. The bailouts received from the Solarian Alliance for Einstein Engines at the height of the Second Great Depression, with many on New Gibson viewing it as funding meant for them, found itself injected into the planet&#039;s shipyard infrastructure. For a brief period in time, New Gibson seemed to recover slightly from the mistreatment of its sovereign power. This would unfortunately not last for long.&lt;br /&gt;
&lt;br /&gt;
The brief respite for New Gibsonites was just that; despite other participants within Tau Ceti contributing to the demands laid out by the Solarian Alliance, New Gibson was often forced to shoulder the large majority of it due to it specializing in manufacturing early on in its development as a colony. Overpopulation was rife, and the ability to sustain its inhabitants continued to dwindle through the decade long war. Its conclusion only brought with it growing unemployment and political tension between New Gibson and the Solarian Alliance.&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;&amp;gt;&lt;br /&gt;
=== Crisis of 2294 ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Dwindling necessities, overpopulation and unemployment were just the major factors that contributed to the Crisis of 2294. The inability to provide basic necessities, or afford to import it from Biesel, resulted in a famine that wiped out almost twenty percent of New Gibson’s total population. Hundreds of thousands died in the ensuing weeks, alongside the proliferation of diseases such as dysentery across the biodomes. Riots broke out shortly thereafter, attempting to breach the restricted hydroponic districts, taking what little food was still being grown with limited resources.&lt;br /&gt;
&lt;br /&gt;
It is seen as the most defining moment within New Gibsonite history. It was months before a helping hand was extended by both Biesel and Valkyrie, against the wishes of the shared colonial sovereign. It took almost two years to fully recover from the effects of the Crisis, with Einstein Engines liquidating the majority of its corporate assets across the planet due to the grim circumstances that made recovery seem unlikely.&lt;br /&gt;
&lt;br /&gt;
The Crisis of 2294 resulted in the introduction of the New Gibson Parliament, and the change of hands in leadership. Biodomes would be afforded seats based on their population, and those holding seats in parliament would be elected by the people. It also brought with it the replacement of the Colonial Governor’s office, with the office of Presiding Speaker taking its place. &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;&amp;gt;&lt;br /&gt;
=== Contact with the Skrell ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
First contact with the Skrell in 2332 brought with it incredible changes, especially for New Gibson. The tension between the Solarian Alliance and New Gibson was at the highest it had ever been and was continuing to grow. The vestiges of the problems experienced almost forty years prior still had a profound impact across the biodomes of New Gibson. Growth across New Gibson was still restricted due to the lack of funding from the Solarian Alliance and issues presented shortly before the Crisis were beginning to re-appear.&lt;br /&gt;
&lt;br /&gt;
After several years of brokering agreements, the Nralakk Federation had agreed to integrate their biodome technology across colonies within the Solarian Alliance. While this was first treated with hostility by New Gibsonites, who believed it to be an alien invasion into their culture and way of life, it eventually became the foundation for an amicable relationship between Skrell and Gibsonites. Skrell were migrating in droves to the biodomes across the planet, integrating their foreign technology into the decaying systems of New Gibson - revitalizing and revolutionizing the quality of life on the planet.&lt;br /&gt;
&lt;br /&gt;
Hydroponics were no longer struggling to reach quotas, and cramped conditions disappeared almost overnight as Skrellian technology continued to be introduced and expanded upon. New Gibson readily accepted the Skrell into their society, with many choosing to remain even after the leasing agreements had concluded. This resulted in New Gibson hosting one of the largest populations of Skrell outside the Nralakk Federation, and the largest in Tau Ceti.&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;&amp;gt;&lt;br /&gt;
=== Recent Times ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The independence of Tau Ceti in 2452 was highly celebrated in New Gibson, ending the rising political tensions between the planet and the Solarian Alliance. Independence brought opportunities to expand and allowed New Gibson to rise to prominence once again. Tau Ceti’s status as a safe haven for megacorporations was however met with bitterness, especially after NanoTrasen&#039;s and then Hephaestus&#039; acquisition of most planetary administration. Skrell still remaining on New Gibson were utilized once again, but instead of integrating their technology into pre-existing structures, were tasked with constructing an advanced biodome that would become the capital of the planet - the Hengsha Biodome Archology, named after Presiding Speaker Xin Hengsha. &lt;br /&gt;
&lt;br /&gt;
New Gibson remains an industrial superpower within the Republic of Biesel, and is responsible for the production of the majority of industrial and consumer goods that can be bought within the region of space it encompasses - even exporting to lesser nations such as the Izweski Hegemony and the Peoples’ Republic of Adhomai. There are several events that have transpired on New Gibson in recent times: &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/2662-mendell-city-bugle/?do=findComment&amp;amp;comment=101167 August 18th, 2460]: The Hengsha Biodome Archology is attacked by the Lii’dra Hive. Thousands are injured in the ensuing chaos, and the deployment of Black K’ois is first seen. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/2662-mendell-city-bugle/?do=findComment&amp;amp;comment=101231 August 19th, 2460]: New Gibson is placed in lockdown, and the New Valley Biodome experiences a communications blackout. Expeditions are launched by survivors to investigate.&lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/2662-mendell-city-bugle/?do=findComment&amp;amp;comment=101297 August 21st, 2460]: Black K’ois is finally contained on New Gibson, being confined to several controlled locations carefully monitored by authorities. The New Valley Biodome is discovered to be the breeding ground for an unknown substance. &lt;br /&gt;
&lt;br /&gt;
[https://forums.aurorastation.org/topic/2662-mendell-city-bugle/?do=findComment&amp;amp;comment=101740 September 4th, 2460]: The Lii’dra are successfully repelled. Damages estimated from the carnage are high and expected to take months to repair. The death toll of the New Gibson invasion sits at 192. &lt;br /&gt;
&lt;br /&gt;
Both the Phoron Scarcity and the King of the World Arc have brought several changes to the arcologies across New Gibson, mostly in the forms of compounding issues that many fear will turn into another Crisis of 2294. With most of the arcologies utilizing Phoron generators to power their districts, there have been several power fluctuations resulting in entire districts having to undergo brown-outs to ensure life-support is sustained throughout their archologies. There are calls from Gibsonites to address the developing issue, however, little has been done by the government - many voicing discontents as their calls fall on deaf ears. The Solarian Invasion of the Republic Biesel by the 33rd Fleet only added to the problems faced by New Gibson. Using the orbital bombardment of the arcologies as a diversion attempt, many of the levels close to the surface found themselves heavily damaged, and requiring extensive repairs. Much of the damage has not been repaired, due to the power constraints in the face of the Phoron Scarcity as arcologies face brown-outs in order to keep themselves alive, even just barely. The Crisis of 2294 lingers on the minds of Gibsonites, many fearing yet another may occur and plunge their planet into another era of darkness. &lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = New Gibson&lt;br /&gt;
|System = [[Tau Ceti]]&lt;br /&gt;
|Image = newgibson_flag.png&lt;br /&gt;
|Sector = Tau Ceti&lt;br /&gt;
|Capital = Hengsha Biodome&lt;br /&gt;
|Species = Human, [[Skrell]], [[IPC]], [[Vaurca]]&lt;br /&gt;
|Languages = Tau Ceti Basic&lt;br /&gt;
|Demonyms = Gibsonite&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
== Environment ==&lt;br /&gt;
[[File:NewGibson_weather.png|New Gibson&#039;s weather is turbulent. Their blizzards are growing more rapid, and upsets of the weather system are common.|thumb]]&lt;br /&gt;
Characterized by huge snow-covered valleys with large solitary mountains, New Gibson experiences some of the coldest temperatures across Tau Ceti. Its atmosphere is primarily composed of methane, ammonia and trace amounts of water vapor - requiring those that wish to explore its landscape to wear bulky and cumbersome EVA equipment.&lt;br /&gt;
&lt;br /&gt;
Due to its axial tilt, combined with its orbital period, New Gibson is enveloped in perpetual twilight. These factors also contributed to the planet’s frequent blizzards, engulfing the plains of New Gibson in its frost. Temperatures during these blizzards can reach as low as negative 187°C.&lt;br /&gt;
&lt;br /&gt;
Regional weather and blizzards are frequently turbulent on New Gibson. But, every three years (GST), the planet is globally pummeled by an upset of the weather system. In the hundreds of years that have passed since its colonization, these storms have grown far worse, far more frequent and far more deadly. A clear cause would be pollution from industrial development and mostly gaseous byproducts dumped into the cold planet’s already freezing atmosphere.&lt;br /&gt;
&lt;br /&gt;
These dangerous conditions imply that, if not adequately sturdy, every residence is temporary. Only underground structures and hundreds of years old biodomes stand the test of time here.&lt;br /&gt;
&lt;br /&gt;
Native life on New Gibson is, to some surprise, completely nonexistent. Only invasive species able to handle the brutal habitat definitively survive, and these are very few. Cases like these are usually small mineral-eating insectoid species with long hibernation cycles. The sole exception is Greimorians, which have taken advantage of deep-mantle burrows and a chilly subterranean cave system. However, there are rumours that do circulate among New Gibsonites that the snow is in fact an alien species, connected through millions of pathways only observable through powerful microscopes. Whilst this has supposedly been disproven, the superstition of the frost harbouring life continues to proliferate across the planet - with stories of the snow forming shapes and even interacting with people.&lt;br /&gt;
&lt;br /&gt;
The large infestation of Greimorians in New Gibson&#039;s lower crust are typically out of sight or scared off by drilling expeditions. Noisy drills tend to ward off hostile Greimorians, but smaller vibrations like small mining teams is known to attract burrowing Greimorians in swarms. In recent years, these have grown more common as hungry, unseen hives grow larger. The origin of these Greimorians is unknown, but sightings have been prominent for at least a decade.&lt;br /&gt;
&lt;br /&gt;
== Government ==&lt;br /&gt;
[[File:newgibson_flag.png|Patriotic flag of New Gibson.|thumb]]&lt;br /&gt;
Initially, the colonies established across New Gibson were subservient to their respective colonial powers, the majority of which was Nordic in origin or northwestern European. There was no unified government across New Gibson until after the Crisis of 2294, where the Parliamentary Republic of New Gibson was established, a representative democracy that relies on population statistics to award influence within its highest chamber of authority. Those within Parliament are elected by inhabitants of the respective biodomes, who in turn elect an individual among themselves to represent the entirety of New Gibson; the Presiding Speaker. The current [[Notable Humans| Presiding Speaker is Åke Torvald]]. &lt;br /&gt;
&lt;br /&gt;
New Gibson, unlike other planets across the Orion Spur, does not possess a military force. It only utilizes law enforcement agencies to ensure there maintains a level of order within its biodomes, known as the New Gibson Security Forces. The administration of the New Gibson Security Forces falls under the purview of [[Notable Humans| Presiding Speaker Åke Torvald]], who has assigned each biodome, adequate members of the force, to ensure effective law enforcement.&lt;br /&gt;
&lt;br /&gt;
== Culture and Demographics ==&lt;br /&gt;
New Gibson has always been considered a rather reclusive society. In all its history, New Gibson has played underdog to Biesel. Referred to as the breadbasket of freedom, New Gibson has always been in the shadow of its more appealing counterpart - regardless of their contributions to the success of the growing Republic. As a result of its neglect, New Gibsonites often harbor resentment towards Biesel, staunch nationalists often citing the name of the Republic of Biesel as an insult to Non-Biesellites that helped create an independent Tau Ceti.&lt;br /&gt;
 &lt;br /&gt;
The industrial might of New Gibson is undoubted across the Republic of Biesel - supplying most, if not all, of the resources required for the continued success of the growing system. TIt is due to this that those from the arctic planet are often complimented for being an industrious workforce, mostly stemming from the first colonists of New Gibson - who faced considerable challenges in the early days of colonization, burrowing deep within the planet and creating expansive mines that unearthed several mineral riches. It is due to these initial hardships, and the continued intergenerational mindset across the centuries, that New Gibson has developed an almost unhealthy approach to work - with more than a few reports of New Gibsonites having been injured whilst working due to exhaustion, or placing themselves under additional stress to the point that their health often takes a toll. &lt;br /&gt;
&lt;br /&gt;
New Gibsonites wield considerable skills usually related to either engineering or mining, thanks to its heavy-industrial focus. Despite their colonial roots, there is a subculture that exists that revolves around these two fields - even resulting in competitions and holidays. It has also become a focal point in the mocking of New Gibsonites, with many displaying the culture negatively through the caricature of an obviously-exhausted muscular miner with a strong accent, oftentimes shown with an abrasive personality. &lt;br /&gt;
&lt;br /&gt;
On New Gibson, there exists a clear-cut cultural schism between the Undirstads and the Ovanstads. While the colonial culture has grown steadily and evolved over time in the Undirstads, it has all but vanished in the population of the Ovanstads. The Ovanstads, characterized by their strong megacorporate influence and much more marketable locations, house nearly all of New Gibson’s foreign industry. Many affluent families from Biesel vacation in the Ovanstads, and there exists a thriving financial and entertainment industrie. Many families from the Undirstads fiercely hold onto their cultural traditions, seeing the surface-dwelling societies as having lost something important to their identities in the abundance of wealth and foreign influence - especially from Biesel.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=== Undergrounders and Undirstads ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
With the expansion of New Gibson beneath the surface, there exist generational lineages that refer to themselves as &#039;&#039;&#039;Undergrounders&#039;&#039;&#039; - having originated shortly after colonial expansions began within the crust of the New Gibson permafrost. These lineages are typically long lines of miners, who continue to expand the subterranean archologies - having done so for centuries at this point. It is not uncommon for Undergrounders to have never seen stars before, with those leaving New Gibson for other opportunities remarking on their surprise that space isn’t just pitch-black. There also exist several settlements created by Undergrounders, referred to as “Undirstads.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Undirstads that were founded shortly after subterranean excavations began have evolved and expanded considerably, and some find themselves recognized as “City-States” so to speak by the New Gibson’s native sovereign Parliamentary Republic. Those recognized are oftentimes integrated, and required to contribute to the overall success of New Gibson. The industrial focus of the Undirstads is the primary reason for New Gibson’s industrial might, with hundreds contributing to the overall production ability of the planet. Undirstads still retain most of their autonomy - only having had their autonomy curtailed during the Crisis of 2294 in order to attempt to delay a famine, in which they were forced to provide what little provisions they stored to the surface archologies. &lt;br /&gt;
&lt;br /&gt;
In recent times, Undirstads have become something of a hotbed for anti-Biesel sentiment after much of their foundries and manufacturing facilities have been refitted to produce equipment for the [[Tau Ceti Foreign Legion]] in the wake of the Peacekeeper Mandate within the [[Corporate Reconstruction Zone]]. Many Undirstaders believe they are being forced to support a conflict that they have no stake in, or even any part in - their resources and labour consumed by Biesellite interests at the detriment of local communities, and with nothing to gain from it. These two events have contributed to a spreading anti-war sentiment in the Undirstads, the populace often feeling alienated and exploited as a result of surface-dwelling - and by extension - Biesellite goals. These sentiments predominately are expressed as acts of civil disobedience, however, as the various anti-war groups continue to gain momentum, only time can tell whether they pose a threat to the status quo of New Gibson. &lt;br /&gt;
&lt;br /&gt;
The Undirstads are, as a rule, much more insular than their Ovanstad counterparts. Cultural traditions from Earth are still held by the inhabitants and have been passed down from generation to generation over the centuries since Nordic colonization, changing all the while to become something uniquely Gibsonite. Many Undirstaders hold a deep respect for their forebears, and many create shrines or other offering areas for them. The snow of New Gibson, in particular, is respected as a powerful living entity. It is a beloved cultural tradition for elders of a community to claim to be able to scry using the snow,- sitting and watching the falling flakes to identify shapes and motions in their movements that could foretell future events or advise on decisions. Additionally, common are folktales of an Undirstader on the surface becoming lost in the snow, only to be guided to safety or tricked into loosing themselves further by the snow depending on their quality of character. It is an often held belief that dead loved ones or ancestry will come back to visit their living family through blizzards or snowstorms, and many Gibsoners venture out into these storms for the sake of hopefully catching a glimpse of their forebears, spouses, and so on. For this reason, it is considered a terrible thing to not be buried on New Gibson, and those abroad generally insist on their bodies being returned to the planet. Undirstads nearer the surface will often have long, narrow shafts to the surface that may be opened to allow the snow to drift down into special chambers known as Skrytisherbergi that are created for these purposes. Skrytisherbergi serve as local community centers and congregation points for the populace of the Undirstads, with people from cities without them often journeying from home to attend ceremonies or merely to spend the day with their kin.&lt;br /&gt;
&lt;br /&gt;
Designed in a manner in which they expand from a singular point, Undirstads typically make use of either a Fusion Power Rely or relays, depending on the energy needs of the underground settlement. Some of the eldest Undirstads find themselves relying on modified ship engines from the initial colonisation of the arctic planet. Considered vital to New Gibson, these relays are utilized to power and fuel the titanic industrial might that the Undirstads wield, which are responsible for most if not all industrial production on the planet. Industrial sectors within the Undirstads produce anything from the simplest battery to the advanced components required for artificial intelligence. &lt;br /&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;&amp;gt;&lt;br /&gt;
=== Surfacers and Ovanstads ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Atop its icy peaks, New Gibson hosts fully-developed archologies referred to as &#039;&#039;&#039;Ovanstads&#039;&#039;&#039;. These archologies are capable of sustaining millions - many able to house skyscrapers. These tremendous arcologies know little respite from the blizzards which wreak havoc across the arctic plains of New Gibson. Suitably, Ovanstads are considered to have been constructed to stand the test of time - with many having been adapted from the original frames placed after the colonization rush of the 2100s. Cavernous, spacious and dark, these frames were designed to accommodate expansion for many years to come with the external protective barriers specifically enhanced to protect its contents. &lt;br /&gt;
&lt;br /&gt;
The other half of New Gibson’s population resides within the Ovanstads, and almost all tourism and immigration flocks here particularly. The industry here is primarily entertainment, and upper-level executives reside here as opposed to Undirstads where the inner workings of the industrial sector churn. Food business and agriculture are the main planetary outputs of Ovanstads, through massive vertical hydroponic facilities. Ovanstads are also outfitted with environmental recreation abilities, with most being able to replicate the conditions of Biesel perfectly, even creating artificial rain clouds to make the watering of the hydroponic facilities seamless. &lt;br /&gt;
&lt;br /&gt;
Ovanstads are often recognised as the face of New Gibson and marketed across the Orion Spur. This results in a skewed perception from tourists and immigrants who place more importance on these archologies as a result of the biased advertising that oftentimes doesn’t depict or even mention the Undirstads. This has also resulted in a bit of tension between the Surfacers and Undergrounders, with the Undergrounders claiming the advertising to be disingenuous and not reflecting the reality of the situation in which many will be staying far beneath the permafrost of New Gibson and not within the picture-esque Ovandstads. Dissimilar to Undirstads, Ovanstads are often mixed baskets of culturalism. The elevation of the Republic of Biesel as an immigration hub (as well as a drawer of tourism) has resulted in a rich, vibrant multicultural existence across the surface within the Ovanstads. There are no set conventions for those that survive within the Ovanstads - only those that individuals apply to themselves. &lt;br /&gt;
&lt;br /&gt;
Ovanstads have seen an increased Legion and [[Private Military Contracting Group]] presence as the Peacekeeper Mandate continues. New Gibson’s Ovanstads serve as an important wayfare between themselves and Undirstads, where military ordinance finds its way to the surface and is subsequently carted off to the [[Corporate Reconstruction Zone]] to further Biesellite interests. Additionally, the mass influx of ships has bolstered New Gibson’s smuggling trade, with crafty blockade runners and illegal freighters using the increased shipping to their advantage. For those caught in the quagmire of danger and lawlessness that is the CRZ, many refugees are smuggled into Tau Ceti by these highways.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Skrell on New Gibson ===&lt;br /&gt;
&#039;&#039;See also: [[Skrell Abroad#Skrell in the Republic of Biesel|Skrell in the Republic of Biesel]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following first contact with the Skrell in 2332 CE, various agreements between the Nralakk Federation and the Solarian Alliance facilitated the introduction of Skrellian technology on New Gibson; much of which was being used on Aliose. This led to the &amp;quot;leasing&amp;quot; of Skrell to oversee the application of their technology, making sure that its use holds up  to skrellian standards. This new technology was rapidly applied across the colony, replacing the rather rudimentary archologies established across the arctic planet.&lt;br /&gt;
&lt;br /&gt;
Initial integration proved to be difficult, owing to the cultural differences of the species. Whilst tensions were rather high between Humanity and Skrell on New Gibson, it eventually came to pass shortly after the assimilation of Skrellian technology. The new biodomes proved to be a success as the archologies were massively overhauled, allowing for the various restrictions forced upon the archologies to be repealed. Many of the &amp;quot;leased&amp;quot; Skrell chose to remain on New Gibson, with the Nralakk Federation supporting those that remained through the establishment of spa clinics, allowing the new colonists to receive similar characteristics to Skrell found on Aliose - primarily thick white skin.&lt;br /&gt;
&lt;br /&gt;
Most Gibsonites, as a result of the planet&#039;s assistance from the Skrell, possess a more positive view of Skrell than other humans within the Orion Spur. This has prospered in many skrellian individuals continuing to visit their quya that remained on New Gibson or even emigrating due to the welcoming attitude towards their species. New Gibson now hosts the largest population of Skrell within Tau Ceti, and one of the largest outside of the Nralakk Federation. This change in demographics has pushed many Gibsonites to share a similar bias towards Synthetics that the Skrell do; prompting more discrimination to occur to IPCs than anywhere else within Tau Ceti. Whilst the official discrimination against IPCs is similar to that on Biesel, unofficially, many IPCs have commented on the mechanophobia that has enveloped Gibsonite society.&lt;br /&gt;
&lt;br /&gt;
====Unique Constellations====&lt;br /&gt;
&lt;br /&gt;
Much like Skrell colonies outside of Nralakk in the Federation, the Skrell on New Gibson have their own unique constellations that they have catalogued and give reverence to. Although these constellations are considered minor by the Qeblak faith, they still hold importance to the Skrell of New Gibson and have influenced the Skrell living there to focus more on personal freedom, advancement, and community cohesion.&lt;br /&gt;
&lt;br /&gt;
[[File:The Dyn.png|thumb|right|&#039;&#039;&#039;The Dyn&#039;&#039;&#039;: Survival. Generosity. Community.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Iqi Star.png|thumb|left|&#039;&#039;&#039;The Iqi Star&#039;&#039;&#039;: Self-Advancement. Social standing. Success.]]&lt;br /&gt;
&lt;br /&gt;
[[File:The Sky-Grazer.png|thumb|center|330px|&#039;&#039;&#039;The Sky-Grazer&#039;&#039;&#039;: Expressiveness. Freedom. Adventure.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== IPCs on New Gibson ===&lt;br /&gt;
&lt;br /&gt;
The cold environment has many pleasant realizations for IPC immigrants to New Gibson. Most commercial bots enjoy the more peaceful end of weather in their bare frame, provided they avoid storms or upsets. Although harsher weather, typically in the winter months, still require heavy protection, they are far more dexterous and agile than their organic counterparts in the crippling cold.&lt;br /&gt;
&lt;br /&gt;
Of the IPC population on New Gibson, a fact of life is the conflict between its longstanding native Skrell population and the recent presence of sentient robots. While the Republic of Biesel expanding on IPC rights has shifted the foundation of these bots&#039; freedoms, Gibsonites more often express disappointment for their uprising. These attitudes have trickled down to the planet&#039;s human population as well. It is seen as yet another debate they have found themselves excluded from at best, and a betrayal of the natives&#039; wishes at worst. &lt;br /&gt;
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Circumstances like these make IPCs inclined to pursue two avenues of life on New Gibson, both seeking isolated attitudes. One such potential is to move into an exclave of sorts; one of many IPC-centered businesses ran by megacorporations that expand around the Ovanstads. A second opportunity is to leave the planet entirely, and Gibson sourced free IPCs frequently seek service to the Legion to accomplish this. Ironically, this often takes them a step away from their goal as higher-ups in the TCFL prefer to station IPC personnel on the planet, viewing them as more reliable in the conditions.&lt;br /&gt;
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Being an external planet, the second closest to the Romanovich Cloud, intake of runaway IPCs here is obviously very high. In fact, many of those fleeing into the Republic use New Gibson as a way station to either secure themselves a future within the Republic, or silently live a new life.&lt;br /&gt;
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=== Cuisine ===&lt;br /&gt;
Due to the early life inside cramped biodomes, where there was little space for livestock, there was a noticeable shift towards more vegetarian and vegan-based diets. During this period of the planet&#039;s history, the drinks ‘Gibson Hooch’ and ‘Gibson Punch’ were starting to see prominence. These cocktails had no standard mix, with Hooch being a quasi-mead type drink fermented with whatever fruit and ingredients the settlers had on hand, while Gibson Punch would typically be made from orange juice, homemade vodka, and powdered lemonade mix for flavour. These two drinks would eventually become household favourites of the colonists, with the drinks being standardised roughly at the start of the 24th century. To Gibsonites, these drinks are culturally and historically important, reflecting the difficult history of New Gibson.&lt;br /&gt;
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While the number of livestock on New Gibson during this time was never high, there were small ‘farms’ spread out across the biodomes that allowed for meat, eggs and dairy to be given to the populace in small amounts. Smaller animals such as goats, chickens, and sheep were the only ones allowed due to the cramped conditions making space a luxury at the time. Living conditions for these livestock are notoriously poor, even today. Soups and stews were a primary feature at this time to help stretch out the limited food supply of the colony, and to make up for the lack of variety of food offered.&lt;br /&gt;
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Synthetic meat has also grown in popularity, with facilities on New Gibson itself established to provide beef, pork, salmon, and herring in particular for domestic consumption. There have been plans since the late 24th century for aquaculture arcologies to be built, but due to the investment required for these facilities, this has barely left the planning stages.  &lt;br /&gt;
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=== Celebrations ===&lt;br /&gt;
&#039;&#039;&#039;Unity Day&#039;&#039;&#039; is celebrated across New Gibson on the 27th of December. It is a national holiday that celebrates the forming of the Parliamentary Republic of New Gibson, which unified the biodomes under a central government. There is no official celebration beyond a special announcement by the Presiding Speaker, but many people host parties in the residential districts to celebrate.&lt;br /&gt;
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&#039;&#039;&#039;Celebration of the Solstice&#039;&#039;&#039; is celebrated by those of New Gibson on the 6th of September, marking the completed revolution of New Gibson on its axis. It involves the raising and dancing around a maypole - a tall, wooden pole that has its origins in provinces across Earth. After the activities surrounding the maypole have concluded, there is a community picnic each family contributes to.&lt;br /&gt;
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&#039;&#039;&#039;Thorrablot&#039;&#039;&#039; is celebrated in late January by the Undirstader population of New Gibson. While it may have its roots in a specific Earth celebration, it is now widely seen as a celebration of Undirstader culture and pride. There is no set activity or celebration for Thorrablot, and each Undirstad celebrates in its own way. Many families hold feasts, recite poetry, or hold festivals and dances all in the hope of showcasing Undirstad culture.&lt;br /&gt;
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&#039;&#039;&#039;Remembrance Day&#039;&#039;&#039; is celebrated across New Gibson on the 14th of June. A national holiday that mourns the events of the Crisis of 2294. In the evening, there is a memorial at a monument erected in Hengsha that is dedicated to those that perished during the darkest days of New Gibson. The names of each person are read, following which is a unified moment of silence. It is common for New Gibsonites to wear black, symbolizing the shared impact of the Crisis. Recently, the names of those that perished in the Lii’dra Invasion have also been included.&lt;br /&gt;
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=== Transportation and Trade ===&lt;br /&gt;
Planetside, every common method of motion is at a standstill on the surface due to horrible weather conditions. Very rarely do the wide tundras show mercy on travellers here. It is obvious that only very heavy vehicles and stationary installations make it long on New Gibson. Prime examples are Glacier Bricks, which are wide-treaded machines that ferry supply and personnel between biodomes. While not particularly noteworthy as far as technology goes, vehicles here must still take on very resistant and surface-clinging shapes while retaining a large profile against the pounding winds.&lt;br /&gt;
[[File:NewGibson_brick.png|A Gibsonite Glacier Brick, trundling along at a respectable speed through the snow.|thumb]]&lt;br /&gt;
Underground, tunnelling efforts struggle to connect every settlement residing on the ground above. Deeply buried tram systems predate the Interstellar War itself and ease the difficulty of travelling between the higher population domes.&lt;br /&gt;
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Large spacefaring vessels have been known to land on New Gibson, but generally take walled in routes. This implies huge natural and partially artificial mountains exist as walls to create uniquely stable weather systems inside, where travelers from orbit can easily enter into and land. These are functionally giant holes in mountains where high speed docking paths must align for larger vessels.&lt;br /&gt;
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=== Crime ===&lt;br /&gt;
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Tau Ceti is a highly developed system, so high-level spacefaring crime of any sort is very dangerous. This makes smuggling a thing of only thrill seekers and madmen. However, New Gibson offers something new; coupled with its relatively large distance from Biesel, and its awful weather systems, smuggling here is popular. Those willing to roll the dice and guide their ships undetected into the whirling winds frequently find themselves frozen dead in the icy expanse. Few dedicated, in-the-know smuggling bands have established side routes into New Gibson&#039;s atmosphere, with mobile pads receiving them for offloading. The rest of their business occurs underground, shady as it may be. Natives of New Gibson are known for ties to many off-world smugglers over the years. In addition, cases of less accomplished or young Gibsonites joining these bands are rampant. The families which originally populated  New Gibson&#039;s industry have solid connections with many illicit bands because of this, perhaps stretching far into the Coalition.&lt;br /&gt;
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== Major Population Centers==&lt;br /&gt;
=== Hengsha ===&lt;br /&gt;
[[File:newgibson.jpg|thumb|New Gibson&#039;s capital, the Hengsha Arcology]]&lt;br /&gt;
The capital of New Gibson, the Hengsha Biodome is the largest across the arctic flats and houses the majority of the New Gibsonite population. Instituted by then-Presiding Speaker Xin Hengsha, it was one of the first massive undertakings by the Republic of Biesel following its independence from the Solarian Alliance - a project of sorts that was thought to prove their capacity as a sovereign nation. It was the first collaborative project with the megacorporations as well, with both NanoTrasen and Hephaestus Industries contributing greatly to its construction. It is centered around “Hengsha Square”, a promenade surrounding an artificial lake created to simulate the environment of Biesel. It is considered one of the most advanced biodomes within the entirety of the Orion Spur, with round the clock maintenance workers ensuring its continued operation. Internally, its architectural structure is a blend of both Biesellite and New Gibsonite designs. It has no specific function, and dabbles in several different fields; agriculture, industry and even entertainment. However, it is mostly considered an Ovanstad by greater New Gibson. Due to it housing the majority of the planet’s population, Hengsha is awarded the most seats in Parliament.&lt;br /&gt;
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=== Fallanland ===&lt;br /&gt;
A residential and industrial sector intermingled would be Fallanland, a city of underground spires and deep-core drilling arrays progressively moving deeper into the planet. Originally consisting of thousands of drilled caverns intersecting, cave-ins and the danger of moving rock has led its creators to seek support for the city by only going down. Fallanland began as a struggling biodome in the Crisis of 2294. It was present atop a large cave system known to the dwellers within. Inevitably, it would collapse, and the establishment had no choice but to dig in to ensure their survival. In a miraculous turnout, the construction of drilling into this massive cavern would be just enough to support the biodome’s weight. Since, ample time has been provided to ensure the biodome’s citizens move underground, over one hundred years have passed. Fallanland’s populace lurks underground, still wary yet of the uncertain integrity of the biodome above their heads. It is awarded the third-highest amount of seats.  Fallanland has the largest Skrýtisherbergi of all of the Undirstads, and many residents from the smaller surrounding Undirstads flock to the city to make use of it.&lt;br /&gt;
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=== Virklund ===&lt;br /&gt;
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Virklund is the second largest Ovanstad on New Gibson, and as such, enjoys the second largest amount of seats in Parliament. Considered the breadbasket of New Gibson, Virklund evolved from early attempts at aquaculture and hydroponics into becoming the foremost agrarian biodome on New Gibson. The Celebration of the Solstice is very popular in Virklund, and Undirstaders and Ovanstaders alike join together to celebrate in a somewhat seldom show of unity. In recent times, Virklund found some of its facilities repurposed into drydocks for ship production. The accompanying wave of Legion and PMCG infantry has discomforted some of the populace, but most Virklunders are proud to be supporting the Republic’s safety. This has had a secondary result of many new pilots coming from Virklund, eager to show their national pride and support for their Republic. It is known for its close association with [[Nanotrasen Corporation|NanoTrasen]], and enjoys widespread corporate support from the populace.&lt;br /&gt;
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=== Xoikko ===&lt;br /&gt;
Introduced after contact with the Skrell, the Xoikko biodome has become somewhat of a tourist attraction instead of its proposed research focus, only hosting one [[Zeng-Hu Pharmaceuticals]] corporate research facility. It has a flourishing civilian sector and is the “entertainment capital” of the arctic planet, propagated through the backing of its facilities by [[Idris Incorporated]], who continue to expand both its influence and facilities within the Xoikko Biodome. New Gibsonites are largely fond of the Xoikko Biodome, and when asked will often talk about their experience within the clubs, restaurants and other entertainment venues. Predominantly composed of Skrell, the Xoikko Biodome is known among New Gibsonites to be especially mechanophobic despite the Republic of Biesel’s stance on IPCs - with reports of unofficial entry denial into the biodome. Due to the similar environment of Aliose to that of New Gibson, Skrell from these planets share similar appearances - thick, white skin meant to assist in thermoregulation.&lt;br /&gt;
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=== Xerxes ===&lt;br /&gt;
Deep within the surface of New Gibson exists the Xerxes Biodome, populated mostly by Vaurcae of the Scay’extiih’aur brood. The colony has expanded underground, allowing human populations to reside on the surface. The latter is still rare, as crime and prejudice make the biodome not a popular venue amongst other species. The relay tower, the most visible landmark, serves as a backup for the main one placed in Flagsdale. Similarly to the Hengsha Biodome, Xerxes remains unaffiliated with any megacorporation mostly as a result of the isolative tendencies of Scay. The majority of the innovations of the Zo’ra Hive can be attributed to the efforts of the Hidden Queen, said to have played a role in adapting the Bulwark to be utilized by the Zo’ra.&lt;br /&gt;
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		<author><name>Budg</name></author>
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