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		<title>Dionae Culture</title>
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		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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== Art==  &lt;br /&gt;
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Art within Dionae society is unlike the static creations of many other species. It is a living, dynamic practice that reflects their ability to reshape themselves and interact with their surroundings. Blending their forms, movements, and environments to express emotions, preserve cultural traditions, and foster harmony encourages the species to pursue the arts – it is yet another facet of self-expression for the species. One of the most iconic forms of such is Hieroaetherian Forma; a style that uses their body as the medium, and is particularly celebrated across the [[The_Commonwealth_of_Hieroaetheria|Commonwealth of Hieroaetheria]], especially within the [[Union_of_Gla%27orr|Union of Gla’orr]], where it is practised recreationally and competitively. &lt;br /&gt;
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It saw a decline during the industrial and biocompute revolutions but was revived at the turn of the 2400s, becoming a cornerstone of Gla’orr and its artistic culture. The most popular and widely practised form of this art is Aa’shur Forma; gestalts reshape their biomass into intricate and often abstract forms, creating living art pieces. These pieces can interact with their environment, such as forming a twisting bridge across a river, or stand alone to emphasise the gestalt’s unique form. Aa’shur Forma is not only an expression of creativity but also has practical benefits. Regularly reshaping their form is believed to slow the effects of ageing by preventing their external chitin layer from hardening, making it both an artistic and rejuvenating practice. The revival of Aa’shur Forma has spread its influence to other Dionae communities across the galaxy, symbolising a connection to their heritage.&lt;br /&gt;
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Beyond Hieroaetherian Forma, Dionae explore other forms of art that take advantage of their unique biology. Biomass Sculpting is a popular practice, where gestalts or communities create living sculptures that grow and change over time. These sculptures can represent personal stories, philosophical ideas, or simply decorative beauty. Dionae also create environmental installations, using the landscape as their canvas. These large-scale pieces might involve growing patterns into forests or restructuring entire landscapes into harmonious designs that serve as gathering places or landmarks. For the Dionae, art is more than a practice—it is a testament to their adaptability, community, and deep connection to the environment around them. Whether through reshaping their forms, sculpting their environments, or crafting resonant harmonies, Dionae art is typically a celebration of life itself.&lt;br /&gt;
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=== Ritual Scarification ===&lt;br /&gt;
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Ritual scarification among the Dionae is an ancient, and deeply symbolic practice, that intertwines with religious and cultural expression. Unlike other species, whose scarification is often a permanent marking of flesh, Dionae treat it as a living, evolving art form – one that reflects their identity, experiences, and beliefs. Each scar, or etching, is a physical manifestation of memory, pain, growth, and purpose, reshaped and redefined over time.&lt;br /&gt;
Existence is not static, and neither is the body – in accordance with Dionae. The species’ ability to shift, reshape, and adapt means that scarification is an intentional choice – one that requires a conscientious effort to maintain. Many Dionae find themselves deeply embroiled within the teachings of the Eternal – and even in some cultures – see the allowance of a scar to face as an act of healing or a rejection of what that scar represents. Some maintain them for centuries, reinforcing them as living records of past experiences, while others may elect to allow them to disappear as a way of moving past certain memories – whether it as a means of healing or outright denial of their impact on their life anymore.&lt;br /&gt;
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It has been tied to the preservation of wisdom, particularly since the species absorbs knowledge through experience – marking the body allows for a physical manifestation of a memory that can be shared with others through touch, study, or mimicry. Some believe that scars act as an anchor – helping a Dionae remember its purpose even if its Nymphs split or reform, whereas others view it as aesthetic expressions, shaping them into intricate patterns and glyphs that evolve alongside the Gestalt – however, it is generally agreed upon by the species that it is deeply rooted within religious expressionism. &lt;br /&gt;
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====Methods of Dionae Scarification====&lt;br /&gt;
The act of scarification is a ritual of discipline and endurance, where the chosen form must be maintained and reinforced over time, or it will simply disappear as the Dionae grows older and loses mobility with the growth of chitinous bark over their exterior. Some of these methods have no definitive origin, thought merely to have cropped up during the millennia of Dionae existence within the Spur – others having been created with technological advances, and even some deemed blessed by the Eternal’s Omnivirate. &lt;br /&gt;
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&#039;&#039;&#039;Searing&#039;&#039;&#039;&lt;br /&gt;
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Using controlled radiation or intense heat, Dionae have managed to create lasting imprints on their biomass. These will often represent pivotal moments in a Gestalt’s life – such as survival through extreme conditions, significant knowledge gained, or a deep realisation of one’s circumstances and future – in some instances, Dionae from particularly high-radiation environments have been able to make their etches appear bioluminescent in certain conditions, but those that elect to do so embark on a journey, done only for important memories – critical to the core of their personality. &lt;br /&gt;
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&#039;&#039;&#039;Etching&#039;&#039;&#039;&lt;br /&gt;
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Etching involves carefully carving lines and grooves – particularly into the chitinous bark that forms as one gets older. Over time, the maintenance for this kind of ritual scarification can become laborious, as a Dionae will need to prevent regrowth in the area chosen. This method has largely disappeared due to its laborious maintenance, but those who elect to continue it often are thought to be dedicated, or deeply troubled – the memory that they have chosen to highlight typically represents the loss of something important to the Dionae, such as a mentor, or even a loved one. &lt;br /&gt;
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&#039;&#039;&#039;Growth Intrusions&#039;&#039;&#039;&lt;br /&gt;
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Rather than removing biomass, or altering it through other methods, some Dionae have gone so far as to use foreign materials – such as minerals, metals, or biological matter – to embed into their flesh. These foreign inclusions created raised scars or ridges, which serve as both art and function. This is the easiest method of ritual scarification, and often for less “important” memories but nevertheless one that a Gestalt may wish to highlight – like a particularly memorable day, an anniversary perhaps. &lt;br /&gt;
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&#039;&#039;&#039;Fracture Scarring&#039;&#039;&#039;&lt;br /&gt;
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The most extreme form of ritual scarification is fracture scarring. It involves intentionally splitting part of Dionae’s form and allowing it to regrow improperly. This method is often associated with self-punishment, atonement, or deep pain, as it forces the Gestalt to carry a physically deformed appearance as a reminder of a past failure, lesson or critical loss. Unlike other forms of scarification, these scars are typically permanent in a Nymph that has undergone fracture scarring. These scars are painful, and can often lead to decreased mobility or function.&lt;br /&gt;
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====Meaning of Scars====&lt;br /&gt;
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The reasons for scarification may vary across Dionae, but typically there exist several overarching themes that are common: &lt;br /&gt;
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&#039;&#039;&#039;Memory and Legacy:&#039;&#039;&#039; Scars serve as a physical record of experiences, encoded with the meaning of past struggles and achievements. &lt;br /&gt;
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&#039;&#039;&#039;Bonding and Unity:&#039;&#039;&#039; Some Gestalts create matching scars a s assign of deep connection, whether as partners, mentors, or members of a collective cause.&lt;br /&gt;
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&#039;&#039;&#039;Atonement and Discipline:&#039;&#039;&#039; Some have used it as a  away to atone for perceived failures, forcing Dionae to endure the weight of their actions. &lt;br /&gt;
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==Music==&lt;br /&gt;
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Music is an integral part of [[Dionae]] – Rootsong being the linguistic medium in which they speak to each other, utilising their own bodies to create what sounds like music to others, but can actually be conversations, or even speeches. It is deeply connected to their physiology, and unlike traditional music from other species, Dionae music transcends simple sound. It is a multi-sensory experience that incorporates vibrations, tones, and even electromagnetic signals. It serves as both an art form, and a means of communication, expressing emotions, preserving history, and reflecting their unique relationship with music.&lt;br /&gt;
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Typically, they create it from their own bodies, using vibrations and electromagnetic waves – they are able to emit harmonics through their biomass, creating patterns that can be felt as much as hard. In instances where sound cannot be heard, such as the cold grasps of space, Dionae use electromagnetic signals to produce music that resonates both mentally and physically. This allows them to share complex emotions and ideas with one another, even across vast distances. While they themselves are their primary instruments, Dionae are also known to use their surroundings to enhance their music; shaping their biomass into resonance chambers that amplify and modulate sound, or using their tendrils as string-like instruments to produce intricate melodies. In some instances, it has been observed that Dionae use hollow logs, rocky surfaces, or even asteroid craters, as part of their compositions. &lt;br /&gt;
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[[Dionae]] music varies depending on its purpose and setting, with communal performances known as Echo Chants; typically involving the synchronisation of their vibrations to create layered harmonies, and more likely seen during significant events – or during sermons held the Eternal. These symphonies are typically inspired by the rhythms of nature, with compositions mirroring the sounds and movements of their surroundings, like the slow pulse of radiation waves in space, or the busy hustling of Mendell City. Environmental cues are critical to enhance the intention of the music, layering with existing carcophonies and bringing them into harmony.&lt;br /&gt;
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Music has also become a method of preserving experiences and history, besides physical sharing of such through merging and absorption. It serves purposes beyond merely artistic expression – it has become a method of communication, and plays a role in encapsulating their experiences, environments, and perspectives of the Orion Spur. It is seen across Dionae as a universal language and a reflection of one’s journey through existence; whether created by a vast network of Dionae, or an isolated Nymph. Music is intertwined with the species. Life without it, or being unable to grasp it, understand it, or truly appreciate it, is a life not worth living according to the majority of the species. &lt;br /&gt;
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==Language and Communication==&lt;br /&gt;
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===Verbal Language=== &lt;br /&gt;
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Unlike most other species of the Spur, Dionae are grown already knowing their native language, Rootsong. Rootsong is spoken through a combination of sounds created by limbs, membranes, and movement that all come together to create a “song” that can be understood as words and sentences. To the uninitiated, these sounds tend to sound more &amp;quot;natural&amp;quot;, with many comparing their songs to an orchestra of leaves rustling in the wind, branches rubbing together, and sometimes softer instrumental sounds such as a noise akin to a flute. Emotion and intent can be understood through the pitches and speed of the sounds, with faster, lighter pitches used for happier words, and lower, slower pitches for more negatively-inclined words. Dionae are capable of comprehending and oftentimes speaking a plethora of languages found throughout the Spur, although they can have some difficulties with speaking languages that require certain facial features or body parts used in motions and gestures whilst speaking. To overcome this Dionae are capable of growing or designating a Nymph to create a mimicry of what they’re missing, such as by designating a Nymph to act as a tail to assist them in speaking certain languages or using biomass to create appendages that can act as fingers for sign language.&lt;br /&gt;
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===Non-Verbal Language===&lt;br /&gt;
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Dionae possess a rich system of non-verbal communication that complements Rootsong and is deeply tied to their biology and collective nature, enabling them to convey their emotions, intentions, and information in ways that are both practical and expression – where physical gestures play a significant role. Tendril movements, such as curling, waving, or pointing, convey intent or emphasis; which is further solidified by chirrups or brief crescendos. Dionae will even go so far as to mimic the gestures of body language of another species, as a means to lower conflict – or even create a false sense of security. Therefore, when interacting with other species, Dionae adapt their non-verbal cues to establish rapport – mimicking the gestures and in some circumstances even the expressions (at least to some extent). Some examples may include: &lt;br /&gt;
*Raising a tendril, and curling it into a loop is typically indicative of curiosity. &lt;br /&gt;
*Mimicking the posture, or stance, of another is generally construed as a Dionae being willing to engage. &lt;br /&gt;
*Tapping something, or someone, in a repetitive manner is usually seen as agreement, or an indication of acknowledgement. &lt;br /&gt;
*Closing oneself, or crossing tendrils, is an indication that a Dionae is unhappy, or not willing to engage. &lt;br /&gt;
*Extending a tendril, but stopping prior to physical contact, is typically seen as an invitation to engage. &lt;br /&gt;
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==Intrinsic Traditions==&lt;br /&gt;
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Dionae are the opposite of creatures of habits – continuously seeking new experiences – though they possess deep-seated instincts that guide many of their lifecycle events, blending the biological necessity within them with the cultural significance of their actions; these intrinsic traditions, such as returning to their growing grounds, absorbing deceased gestalts, and forming new gestalts, are pivotal to their identity, and survival. One of the most profound instincts is a Dionae’s compulsion to return to their birthing grounds – particularly when nearing the time to spread one’s seeds. It is viewed largely as a sacred act, symbolising their roots and continuity – and the journey may be dangerous, particularly if their original site cannot be accessed, or become inhospitable – such as [[Rueltab|Rueltab I]]. Many accept the risk, it is a biological instruction, which only those with extremely strong willpower can resist. &lt;br /&gt;
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Similarly, death among [[Dionae]] is not seen as an end, but as a transformation. When a gestalt dies, nearby Dionae are instinctively driven to absorb its biomass. This act transfers not only physical nutrients, but also the deceased’s memories, skills, and experiences, enriching the collective – the absorption is viewed as a way to preserve the legacy of the deceased, ensuring their knowledge and traits endure within the greater collective – such as a cluster, or even a gestalt. However, if the deceased contains traumatic memories or harmful genetic material, the process may be met with hesitation, often requiring communal deliberation. &lt;br /&gt;
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Another intrinsic tradition of a Dionae is merging, where the formation of a gestalt is a significant milestone for Nymphs. Before merging, Nymphs instinctively explore their surroundings, gathering experiences, and genetic material where possible, to prepare for their transition and understand the environmental situation – it is a calling within Nymphs, an overwhelming urge to seek numbers. A Nymph in isolation does not fare well and rarely will survive in the long term. Dionae are social creatures, a biological program that heavily encourages seeking others. When the time comes, Nymphs will gather and merge in a process guided by instinct; which has now become a “rite of passage” among the species, with already formed gestalts typically celebrating it, bearing witness to the process, and welcoming them.&lt;br /&gt;
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==Social Structures== &lt;br /&gt;
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Social structures of Dionae are typically shaped by their [[Dionae Mindtypes|mindtypes]], and collective nature, with the observed phenomenon of older, wiser gestalts naturally taking on advisory roles, while younger, more mobile gestalts handle practical tasks. Within each gestalt, a Nymph will take on a specific role to ensure the collective thrives – which further translates to other types of gestalts; each specific to the mindtype to which they were formed, some perform communication, others as limbs – each necessary for the further survival, and existence, of the collective.  In larger settings, such as a Colossus, or Cetus, Dionae may even have designated roles. Generally, the greater mobility a Dionae wields the higher the likelihood they will be within a practical role; gathering resources for the greater collective. In observations regarding [[Dionae]] behaviour, it has been noted that the species tends to rely on those with more experiences or those older, as leaders – even shepherds to a degree. &lt;br /&gt;
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Conflict within communities of Dionae is rare, but not unheard of. When disagreements arise, many may instinctively seek to find common ground or rest at some conclusive agreement – with Elders often mediating disputes, thought to hold wisdom so as to propose fair resolutions. In very rare circumstances, Dionae may seek violence as a resort, but, as the age-old proverb, it is a last resort – and in such instances, violence among Dionae may be brutal. This is particularly seen within the [[Covenant of Xrim]], where disagreements on Glorsh-Omega spurred a conflict that left many dead. The violence capable of being inflicted by a Dionae is not one that should be thought to be minor, when cornered into violence, they will ensure they win through any means necessary. &lt;br /&gt;
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In multi-species societies, Dionae adapt their social structures to align with the cultures they interact with, whilst retaining similar values. The species’ flexibility and focus on diplomacy first makes them valuable members within various communities – in some instances, however, their violence can be utilised to the benefit of any particular host; as seen within the Dionae across [[Moghes]], exposed to the horrific trade, and forced to perform violence under pressure by unsavoury elements within the Wastelands. However, most social structures are still guided by [[Dionae Mindtypes|mindtypes]] and instincts, which allows them to navigate complexities associated with their collective, and individual, identities while maintaining something resembling unity. &lt;br /&gt;
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===Collectivistic Thinking===&lt;br /&gt;
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Many species in the Spur, particularly humans, grade Self determination, Individuality, Ambition, and Freedom as high virtues. For Dionae, these are tertiary values compared to Unity, Oneness, Hierarchy, and Order. &lt;br /&gt;
	The Eternal posits that the universe is the disordered mind of a slumbering god, and that they are its agents. To this end, Hierarchy is paramount, and the roles Dionae undertake within them are dutifully maintained. Each Dionae is capable of merging with another, and so each Dionae is itself to themselves. Dionae of differing cultures or civilizations tend to be viewed as wayward siblings.&lt;br /&gt;
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===The Social Impact of Dionae lifespans===&lt;br /&gt;
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While Dionae prefer cooperation and neutrality when dealing with other species, this is not always motivated out of a sense of altruism. Many Dionae hold an attitude of apathy towards temporals. Dionae outlast most species in the Spur several times over. At best, this means a level of detachment from the relationships they hold with other species. At worst, arrogance towards most temporal species, whose lifespans are measured in rodent years compared to them. Vaurca and Skrell are treated as curious exceptions, as they respectively possess soul anchors or longer lifespans. Although Dionae raised in societies heavily influenced by temporals lack this sense of arrogance and unsympathetic perspective, they are much more vulnerable to ephemeral concerns that plague other species, such as want, or fairness.&lt;br /&gt;
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==Identity and Self-Expression== &lt;br /&gt;
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Identity is deeply personal and shaped by the accumulation of experiences, environments, and decisions that Dionae have made throughout their lives. Unlike many species, their identities are fluid, evolving with every encounter or absorbed memory; this adaptability allows them to explore themselves in a way that is both introspective and outwardly expressive. Their sense of self begins as a Nymph – particularly shaped by exploration, as Nymphs venture into their surroundings, learning from what they encounter and absorbing traits and knowledge from the world around them. These formative experiences create a foundation for their personality, and guide their future decisions – some may form a strong sense of curiosity, exploring relentlessly, while others may develop introspective tendencies, spending time processing the intricacies of their environment. &lt;br /&gt;
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One of the more important aspects of a Dionae’s identity is their name; they serve as living records of their experiences, and often evolve over time, reflecting major events or changes in their lives. These names are deeply significant, acting as milestones that define who they are, and what they value. However, Dionae often adapt their names in simpler forms when interacting with others, keeping the full version as a private reflection of their life’s journey – only sharing it with fellow Dionae or highly trusted non-Dionae.&lt;br /&gt;
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Dionae also express themselves through their physical forms, using their ability of mimicry to reshape their biomass as a medium for individuality – these adaptions often reflect their emotions, experiences, or the environments they have lived in. [[Dionae]] within harsh, rocky terrains might adopt a rugged, and angular form, while one who has spent time in lush forests might elect a form that resembles the free-flowing nature of the local flora. These physical changes not only communicate their past but also act as a form of self-expression, showcasing their experiences or highlighting a moment of pride or personal growth. &lt;br /&gt;
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==Taboos== &lt;br /&gt;
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[[Dionae]] hold certain behaviours as deeply taboo, across the Orion Spur – regardless of origin, or beliefs – these prohibitions are rooted in their biology, culture, and even their very existence; breaking these taboos can lead to significant consequences, as the represent the violations of the very foundation of Dionae. One of the most serious taboos among Dionae is the abandonment of Nymphs. Neglecting or deliberately leaving them without guidance is considered a grave betrayal – the species instinctively cares for their young, ensuring they have the resources and mentorship needed to grow, and gather experiences as a gestalt. Failing in this duty is viewed as rejecting their species’ core values, and communities that uncover such neglect may ostracise the responsible parties, or require them to adopt and nurture other Nymphs as a means of atonement. &lt;br /&gt;
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Further, the forced separation of a gestalt is a contentious subject. Though they represent the sacred union of Dionae, and forcing them to separate against their will is usually seen as both physically and emotionally destructive, some groups among Dionae have sought it fit to utilise it so as to control [[Dionae]] that don’t exactly “adhere” to societal norms – with some non-Dionae even practising such, like the Nralakk Federation. Though it is known such separations can fragment memories and identities causing irreversible damage, this does not prevent these actors from continuing the practice. Most Dionae are of the belief that a gestalt is given autonomy to decide if, and when, they wish to separate, and interfering with this process is considered a violation of the species’ values.&lt;br /&gt;
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Lastly, Dionae hold the preservation and sharing of knowledge sacred, considering how intertwined it is with [[the Eternal]] – making the withholding or destruction of knowledge a significant taboo. Since much of their societies across the Spur, at least as is currently known, revolves around shared memories and collective growth, hoarding knowledge or refusing to contribute it to the community is seen as selfish and dangerous – Offenders may face exile, or be required to reintegrate their experiences into the collective, ensuring no wisdom is lost. This comes at odds in some situations; megacorporations have long feared that Dionae may share information, corporate secrets or other sensitive data – which has led to the institution of non-authorised mergings being banned for those that hold such data. The same goes for those in positions of power within other groups, such as the [[Nralakk Federation]] or the [[Republic of Biesel]].&lt;br /&gt;
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==Voidic Proto-Culture== &lt;br /&gt;
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Voidic Proto-Culture encompasses the oral traditions, behaviours, and beliefs of feral or wild Dionae that inhabit open space. These gestalts, referred to collectively as &amp;quot;The Voidic,&amp;quot; have developed a distinct culture shaped by the unique challenges and vastness of space. Despite environmental and physiological factors leading to its wide distribution, Voidic culture is remarkably uniform. This is largely due to the decentralised Rootsong Network that allows for long-distance communication and the shared lifespan of these entities.&lt;br /&gt;
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Voidic Dionae possess a perception of existence that lacks the typical distinctions between living and non-living or sapient and non-sapient. To them, the universe consists of objects either in states of action or inaction, encompassing everything from celestial bodies like asteroids and stars to other species and themselves. This perspective leads Voidic Dionae to refer to themselves and others using object pronouns in the third person. For example, a Voidic gestalt might refer to itself as &amp;quot;this object&amp;quot; or &amp;quot;this entity.&amp;quot; This reductive view often makes Voidic Dionae seem detached or even amoral to other species, as their perspective lacks the emotional and moral frameworks familiar to most sapient beings. They perceive themselves not as individuals but as emergent concepts formed from the amalgamation of their constituent parts. This perception also extends to other species, whom they interpret as collections of beliefs, concepts, and ideas rather than discrete beings. Unless the notion of ego or personhood is explicitly explained to them, Voidic Dionae treat others as conceptual entities. Consequently, Voidic Dionae do not use social masks or filters in communication; their speech is raw, unfiltered, and represents a pure consensus.&lt;br /&gt;
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Through Rootsong, the Voidic Dionae communicate with each other, a language that works across the electromagnetic spectrum as well as through sound. By transmitting information in a vacuum, they are able to build a decentralised network of communication that stretches over enormous distances. In spite of the vast distances between Voidic Dionae, Rootsong&#039;s functionality ensures that they are still able to communicate, even if they are separated by immense space. However, messages are delayed by distances between them. As a result of the usage of this form of communication, Voidic Proto-Culture has become uniform while simultaneously proving to be resistant to change. The Voidic Dionae are able to detect radiological phenomena, both natural and artificial, in addition to using Rootsong. Because of their ability to sense the universe intuitively, they are able to traverse it with ease, and large gestalts play a critical role as communication hubs in this network. As a result of their size and radiological capacity, they are capable of intercepting and amplifying Rootsong transmissions, ensuring a steady connection between distant gestalts at all times.&lt;br /&gt;
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Voidic Dionae possess a perception of time and existence that stretches far beyond that of most species. Their natural longevity and the enduring influence of ancient gestalts have instilled a temporal perspective that dwarfs the lifespans of other beings. Voidic Dionae often refer to other species as &amp;quot;Temporals&amp;quot;, acknowledging their fleeting existence in comparison to the Dionae’s own enduring presence. However, individual Voidic gestalts interpret Temporals differently. Some Voidic Dionae are curious about Temporals, viewing their short-lived cultures and rapid technological advancements as fascinating. Others are empathetic, having intercepted unencrypted electromagnetic or radiological transmissions from their machinery, which provide glimpses into their thoughts and emotions. However, many Voidic Dionae remain indifferent or dismissive, perceiving Temporals as transient phenomena with no long-term significance. Despite this varied perspective, most Voidic Dionae agree that Temporals are worth investigating, as their technological achievements far surpass those of the Dionae, and their actions increasingly regulate Dionae movement through claimed space.&lt;br /&gt;
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Voidic Dionae demonstrate a unique approach to language, shaped by the nature of Rootsong and their perspective on existence. While they can learn other species’ languages quickly through merging, genetic absorption, or conventional methods, they often struggle to use these languages organically. Instead, they adapt their speaking style to mimic the structure of Rootsong, resulting in a peculiar, consistent manner of speech across all languages. Voidic Dionae refer to themselves and others using object pronouns in the third person. Phrases such as “this collective” or “the consensus” are commonly used to denote themselves, especially when multiple gestalts occupy the same space. They also place immense importance on names and titles, often avoiding nicknames or abbreviations in favour of full, formal names. Their communication is verbose, employing lengthy descriptions and a diction that fluctuates between archaic, poetic, and utilitarian tones. Unlike most species, which prioritise brevity for convenience, Voidic Dionae indulge in their lengthy speech patterns, taking their time to express ideas unless immediate action is required.&lt;br /&gt;
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==The Harrowing==&lt;br /&gt;
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Nymph loss is an inevitability for all dionae. Although measures can be taken to circumvent the loss, such as nymph recycling, a callus is always left upon the Dionae&#039;s psyche, leaving it wearier of the universe and more standoffish in the immediate aftermath. &lt;br /&gt;
	Many Dionae have learned to mend or circumvent this psychological callus through the assistance of other gestalts, merging with them, or even reconstituting themselves as completely different beings through the exchange of nymphs.&lt;br /&gt;
	Those that have resorted to replacing their own nymphs on their own over a long period of time, however, undergo a process known as The Harrowing: the development of sub-mindtype where the nymphs within the gestalt depersonalize, as their cognitive strata begins to distribute redundant images of their memories, experiences, and skills across every single nymph in the gestalt complex. &lt;br /&gt;
	Scientists believe the process of Harrowing is an cognitive adaptation meant to address long periods of attrition without replenishment, and is common in long lived gestalts on Hieroaetheria, or within the Voidtamer Confluence.&lt;br /&gt;
	Harrowed Dionae tend to be more aggressive, or worldly in disposition. The personality traits of the nymphs under them blend together, and merge into a singular recurrent theme within the gestalt. Rather than being outright shunned, they take their place as stalwarts and warriors within their societies. A rare, terrible, yet ultimately necessary caste; a compliment to a species that is typically diplomatic, careful, and ponderous.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pactolus_Exploration_League&amp;diff=35168</id>
		<title>Pactolus Exploration League</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pactolus_Exploration_League&amp;diff=35168"/>
		<updated>2025-01-13T19:16:57Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Pactolus Genetic Almanac */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Pactolus Exploration League =&lt;br /&gt;
&lt;br /&gt;
Created in August 2466, the Pactolus Exploration League is a jointly run organisation by the Consortium of Hieroaetheria, and the Golden Deep, with the aim of exploring Pactolus, and eventually the greater Spur. Outlined in the Pactolus-Hieroaetheria Concordat, the Legaue shall seek to discover opportunities, identify new resources and further the knowledge of both States. It is governed by a body of equal representation from both the Consortium and the Golden Deep, in which decisions are made with the best interests of both parties in mind. It shall play a crucial role in the fostering of future relations between Dionae and Synthetics alike. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
== The Pactolus-Hieroaetheria Concordat ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Preamble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This concordat is made between the Consortium of Hieroaetheria (hereinafter referred to as “The Consortium”)  and the Golden Deep (hereinafter referred to as the “Golden Deep”). This agreement is intended to establish the foundation for cooperation, mutual benefit, and security between our two states, focusing on trade, exploration and technological collaboration. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article I: Hieroaetherian Bioterraforming Technology&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Consortium agrees to share its advanced bioterraforming technology with the Golden Deep under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 The technology will be utilized for the mutual benefit of both parties, specifically in the enhancement of environments within the jurisdiction of the Golden Deep; &lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall not sell, distribute, or share this technology with any third parties without explicit written consent from the Consortium; &lt;br /&gt;
&lt;br /&gt;
 A joint commission, comprising representatives from both the Consortium and the Golden Deep, will oversee the use of bioterraforming technology to ensure compliance with environmental and ethical standards.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article II: Establishment of the Pactolus Exploration League&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Pactolus Exploration League (hereinafter referred to as &amp;quot;the League&amp;quot;) shall be founded as a joint venture between the Consortium and the Golden Deep, with the following objectives:&lt;br /&gt;
&lt;br /&gt;
 To explore and chart the unexplored regions on Pactolus and its surrounding sectors; &lt;br /&gt;
&lt;br /&gt;
 To identify new resources, trade routes, and opportunities; &lt;br /&gt;
&lt;br /&gt;
 The League shall be governed by a body of persons, with equal representation from both states, ensuring that decisions are made in the best interest of both parties; and &lt;br /&gt;
&lt;br /&gt;
 All discoveries made by the League shall be shared equally between the Consortium and the Golden Deep.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article III: Establishment of the Corridor between Pactolus and Hieroaetheria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 A trade corridor shall be established between Pactolus and Titan’s Rapture, facilitating the free and secure movement of goods, services, and people.&lt;br /&gt;
&lt;br /&gt;
 Both parties agree to ensure the safety and security of this corridor, including the protection of merchant vessels and infrastructure; and&lt;br /&gt;
 &lt;br /&gt;
 The Consortium and the Golden Deep shall jointly manage the customs and trade regulations within the corridor to ensure fair trade practices and the prevention of smuggling or illegal activities.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article IV: Golden Deep Merchants in the Consortium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Merchants of the Golden Deep shall be permitted to establish commercial operations within the Consortium, under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 Merchants must adhere to the laws and regulations of the Consortium, including but not limited to trade, taxation, and labour laws; &lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall be responsible for ensuring that its merchants act in good faith and maintain the standards of conduct expected by the Consortium; &lt;br /&gt;
&lt;br /&gt;
 In return, the Consortium guarantees the protection of Golden Deep merchants and their investments within its borders.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article V: Establishment of the Titan’s Rapture Space Station&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall establish the HeartGold Concordia within Titan’s Rapture to aid in trade, exploration, and the protection of the corridor between Pactolus and Titan’s Rapture.&lt;br /&gt;
&lt;br /&gt;
 The HeartGold Concordia shall serve as a hub for commercial activity, providing facilities for trade, storage, and maintenance of vessels; &lt;br /&gt;
&lt;br /&gt;
 The Heartgold Concordia will also house defensive systems and garrisons to protect against piracy or other threats to the corridor; and &lt;br /&gt;
&lt;br /&gt;
 The Consortium shall provide logistical support and resources necessary for the construction and operation of the station, in exchange for access to the station&#039;s facilities and services.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VI: Dispute Resolution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Any disputes arising from the interpretation or implementation of this treaty shall be resolved through diplomatic channels, with representatives from both the Consortium and the Golden Deep convening to negotiate a resolution. If a resolution cannot be reached through direct negotiation, the matter may be referred to a neutral third party for mediation. The third party shall be appointed by an agreement from both parties. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VII: Variation&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Any provision of this agreement may be amended or modified only with the written consent of both parties. Such consent must be expressly stated in writing and signed by authorized representatives of each party. No variation of this agreement shall be valid or enforceable unless made in accordance with this clause.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VIII: Duration and Termination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This treaty shall remain in effect for a period of twenty years, after which it may be renewed, amended, or terminated by mutual agreement. Either party may terminate this treaty upon providing one standard year’s notice, provided that any obligations or projects underway at the time of termination are completed in accordance with the terms of this treaty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pactolus Exploration Commission ==&lt;br /&gt;
[[File:PELLogo.png|thumb|The logo for the Pactolus Exploration League. ]]&lt;br /&gt;
The Pactolus Exploration Commission, or just the Commission, governs the League – it is responsible for overseeing the bioterraforming operations of the Consortium, and the further exploration of Pactolus – as well as ensuring any discoveries are catalogued and subsequently shared between the Golden Deep and the Consortium. The Commission is Co-Chaired by representatives from each party; respectively, Engineer Philan and Twisting of the Celestial Energy to Create Life. Both had been pre-selected during the discussions between the Consortium and Golden Deep. Despite being Co-Chairs, the Commission rotates leadership every year, so as to allow each party a turn in leading the Commission – currently, the Golden Deep maintains leadership. The Commission is supported by the Advisory Council composed of experts in various fields such as bioterraforming, astrocartography, and interstellar trade. While the Council does not have voting power, it provides essential guidance and expertise to inform the Commission of possible decisions. &lt;br /&gt;
&lt;br /&gt;
=== Engineer Philan ===&lt;br /&gt;
&lt;br /&gt;
Elected to their position in 2466 as the Foreman of Industry of the City of Eurydice, Engineer Philan has thrived in orchestrating efficiency among the logistical, research and development, and the industrial for the Golden Deep’s terrestrial home. Now undertaking their first major endeavor outside of their station within the city, the engineer is coordinating with Commander N33L of the Merchant Navy, and foreign ambassadors of Midas Control, to help install the aid of Hieroatheria’s bioterraforming expertise. Together, along with the Camarilla Estrocian’s researchers, a lower council is formed in management of furthering the terrestrial interests of the collective.&lt;br /&gt;
&lt;br /&gt;
=== Twisting of the Celestial Energy to Create Life ===&lt;br /&gt;
&lt;br /&gt;
Disgorged from their pod in 2391 CE, Twisting of the Celestial Energy to Create Life, or just Twisting, on Anu – they have made a mark within the Consortium. Being amongst the first Dionae accepted to the Grand University of the Nralakk Federation, they were mentored by Etherial Vapors Whispering Through Nebulae – which has all but ensured their selection for the Pactolus Exploration League. Despite being amongst the younger gestalts, they have made greater strides in bioterraforming during their residence on Gentle Winds. They are the elected representative for the bioterraforming operations on Pactolus.&lt;br /&gt;
 &lt;br /&gt;
== Objectives of the League ==&lt;br /&gt;
&lt;br /&gt;
Tasked with advancing the frontiers of knowledge and opportunity, both within Hieroaetheria and Pactolus, the Legaue’s secondary objectives include the exploration and charting of the wasteland of Pactolous – however, its main objective is seeking to create additional habitable regions on Pactolus through the usage of the Consortium’s bioterraforming technology. Any data catalogued following the completion of bioterraforming operations shall be shared between the parties, including genetic information obtained from both flora and fauna. In hopes of speeding up the bioterraforming operations, this genetic information shall be analysed within the Consortium by analysts from both parties – for the mutual benefit of the founding members. &lt;br /&gt;
&lt;br /&gt;
=== Exploration Zones ===&lt;br /&gt;
&lt;br /&gt;
====The Eurydice Expansion Zone ====&lt;br /&gt;
&lt;br /&gt;
The immediate area surrounding Eurydice has been the elected region in which bioterraforming will be the most rampant; partly as a result of the fact it finds itself situated deeply within surrounding forests – alongside the carcass of Bayonne. Despite recent initiatives to develop the infrastructure, there is a dire need for Eurydice to expand to accomodate the incoming population, as well as manufacturing and production facilities. Though the Outskirts is the outermost, and newest, ring to Eurydice is plagued by onsloughts from the harmful atmosphere of Pactolus – it is the objective of the bioterraforming operations to filter out the toxins immediately surrounding Eurydice, so as to allow additional expansion. &lt;br /&gt;
&lt;br /&gt;
====New Arcadie Anomaly Zone ====&lt;br /&gt;
&lt;br /&gt;
The League has designated New Arcadie as a high-priority target for investigation due to its inexplicable nature and potential for valuable discoveries. Despite repeated attempts to physically reach the city, all efforts have been thwarted by an anomalous displacement effect, which consistently places exploration teams forty-two kilometers from the city boundaries. Undeterred, the League has sought to assemble a task force to study the phenomenon from a distance, employing advanced remote sensing technology, drones, and orbital scans to gather data on the city’s structure, environmental conditions, and the surrounding anomalous flora and fauna. The Commission has also authorized the deployment of specialized research vessels equipped with quantum entanglement communication arrays, hoping to pierce the enigmatic barrier preventing access. While direct exploration remains elusive, the League&#039;s ongoing efforts aim to unlock the secrets of New Arcadie, hypothesizing that understanding the city’s displacement mechanism could lead to groundbreaking advancements in bluespace manipulation. &lt;br /&gt;
&lt;br /&gt;
====Reach Expedition Zone ====&lt;br /&gt;
&lt;br /&gt;
A surge of interest from the expanding Golden Deep has been sparked by the discovery of intact power facilities within the ancient ruins west of Eurydice, especially in light of the growing demand for energy to sustain its burgeoning synthetic population. Located deep within the mountains, these pre-Interstellar War structures may hold immense energy potential. To carefully study and reactivate the dormant power systems, the League has sent engineers, historians, and synthetic specialists. Despite their age, the facilities are remarkably well-preserved, suggesting the presence of advanced technologies that could revolutionize Eurydice&#039;s energy infrastructure. This League hopes to not only restore these facilities to operational status, but also reverse engineer their technologies in order to develop new and more efficient ways to produce power. Eurydice will be able to expand and solidify its status as the central hub of the Golden Deep if this endeavor is successful, providing it with a sustainable energy source.&lt;br /&gt;
&lt;br /&gt;
====Ground Zero Research Zone ====&lt;br /&gt;
&lt;br /&gt;
In the vicinity of a once-thriving city, a massive crater has drawn the League&#039;s urgent attention, displaying extreme anomalous characteristics well beyond those expected of the surrounding fauna and flora. Combined with the inexplicable changes in the local environment, the sudden formation of the crater suggests a catastrophe or an unknown force. An expert team of geologists, biologists, and anomaly specialists has been assigned to investigate the crater&#039;s origins, using particle analysis and deep-earth scanning. Xenobiologists and ecologists are systematically cataloguing the surrounding flora and fauna, which are showing remarkable resilience and mutation as a result of whatever force created the crater. It may be possible to gain crucial insights into the nature of the anomaly and its broader implications, particularly for Dionae.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aeropurifiers&#039;&#039;&#039; – Atmosphere scrubbers, created by a combination of biomass and technological machinery. Utilising gas exchange systems typically found in larger gestalts, Aeropurifiers will seek to assist in cleaning the air within the Eurydis Expansion Zone – and likely remain to assist in the pollution generated by the Golden Deep’s manufacturing on the Outskirts. It is currently a prototype, expected to first be used on Gentle Winds following the creation of an atmosphere, but with the signing of the Pactolus-Hieroaetheria Concordat Aeropurifiers are being tested across Pactolus for further study by the Consortium. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Radionetics&#039;&#039;&#039; – Radiation scrubbers, created similarly to the Aeropurifier. A combination of biomass and technological machinery has created a living, breathing radiation scrubber that is capable of extracting large amounts of radiation in relatively short periods – but requires a cool-down period of approximately a week to digest and subsequently be able to dispose of the radiation in a way that wouldn’t harm the surrounding environment – this is typically done by the Operators of the Radionetic. They require between three to four gestalts to efficiently operate, and any less typically results in unbalanced radiation scrubbing.&lt;br /&gt;
&lt;br /&gt;
== Pactolus Genetic Almanac ==&lt;br /&gt;
&lt;br /&gt;
The Pactolus Genetic Almanac is the systemic cataloguing of species present across Pactolus for the Consortium to utilise in their genetic banks, however, samples are help by the Golden Deep Merchants and &amp;quot;leased&amp;quot; to the Consortium for an undisclosed fee. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regeneratus Coloratus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Newly classified invertebrate species exhibiting rapid regenerative abilities and unusual colouration patterns. These adaptations may be responses to heightened radiation levels from nearby power systems. Further study is ongoing. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Microbium Bioenergicus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Microbial life forms with unique energy-harnessing capabilities discovered in soil samples. These microorganisms may play a crucial role in nutrient cycling and could provide insights into biotechnological applications for future terraforming efforts. Further study is ongoing.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pactolus_Exploration_League&amp;diff=35167</id>
		<title>Pactolus Exploration League</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pactolus_Exploration_League&amp;diff=35167"/>
		<updated>2025-01-13T19:16:42Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Pactolus Exploration League =&lt;br /&gt;
&lt;br /&gt;
Created in August 2466, the Pactolus Exploration League is a jointly run organisation by the Consortium of Hieroaetheria, and the Golden Deep, with the aim of exploring Pactolus, and eventually the greater Spur. Outlined in the Pactolus-Hieroaetheria Concordat, the Legaue shall seek to discover opportunities, identify new resources and further the knowledge of both States. It is governed by a body of equal representation from both the Consortium and the Golden Deep, in which decisions are made with the best interests of both parties in mind. It shall play a crucial role in the fostering of future relations between Dionae and Synthetics alike. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
== The Pactolus-Hieroaetheria Concordat ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Preamble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This concordat is made between the Consortium of Hieroaetheria (hereinafter referred to as “The Consortium”)  and the Golden Deep (hereinafter referred to as the “Golden Deep”). This agreement is intended to establish the foundation for cooperation, mutual benefit, and security between our two states, focusing on trade, exploration and technological collaboration. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article I: Hieroaetherian Bioterraforming Technology&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Consortium agrees to share its advanced bioterraforming technology with the Golden Deep under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 The technology will be utilized for the mutual benefit of both parties, specifically in the enhancement of environments within the jurisdiction of the Golden Deep; &lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall not sell, distribute, or share this technology with any third parties without explicit written consent from the Consortium; &lt;br /&gt;
&lt;br /&gt;
 A joint commission, comprising representatives from both the Consortium and the Golden Deep, will oversee the use of bioterraforming technology to ensure compliance with environmental and ethical standards.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article II: Establishment of the Pactolus Exploration League&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Pactolus Exploration League (hereinafter referred to as &amp;quot;the League&amp;quot;) shall be founded as a joint venture between the Consortium and the Golden Deep, with the following objectives:&lt;br /&gt;
&lt;br /&gt;
 To explore and chart the unexplored regions on Pactolus and its surrounding sectors; &lt;br /&gt;
&lt;br /&gt;
 To identify new resources, trade routes, and opportunities; &lt;br /&gt;
&lt;br /&gt;
 The League shall be governed by a body of persons, with equal representation from both states, ensuring that decisions are made in the best interest of both parties; and &lt;br /&gt;
&lt;br /&gt;
 All discoveries made by the League shall be shared equally between the Consortium and the Golden Deep.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article III: Establishment of the Corridor between Pactolus and Hieroaetheria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 A trade corridor shall be established between Pactolus and Titan’s Rapture, facilitating the free and secure movement of goods, services, and people.&lt;br /&gt;
&lt;br /&gt;
 Both parties agree to ensure the safety and security of this corridor, including the protection of merchant vessels and infrastructure; and&lt;br /&gt;
 &lt;br /&gt;
 The Consortium and the Golden Deep shall jointly manage the customs and trade regulations within the corridor to ensure fair trade practices and the prevention of smuggling or illegal activities.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article IV: Golden Deep Merchants in the Consortium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Merchants of the Golden Deep shall be permitted to establish commercial operations within the Consortium, under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 Merchants must adhere to the laws and regulations of the Consortium, including but not limited to trade, taxation, and labour laws; &lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall be responsible for ensuring that its merchants act in good faith and maintain the standards of conduct expected by the Consortium; &lt;br /&gt;
&lt;br /&gt;
 In return, the Consortium guarantees the protection of Golden Deep merchants and their investments within its borders.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article V: Establishment of the Titan’s Rapture Space Station&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall establish the HeartGold Concordia within Titan’s Rapture to aid in trade, exploration, and the protection of the corridor between Pactolus and Titan’s Rapture.&lt;br /&gt;
&lt;br /&gt;
 The HeartGold Concordia shall serve as a hub for commercial activity, providing facilities for trade, storage, and maintenance of vessels; &lt;br /&gt;
&lt;br /&gt;
 The Heartgold Concordia will also house defensive systems and garrisons to protect against piracy or other threats to the corridor; and &lt;br /&gt;
&lt;br /&gt;
 The Consortium shall provide logistical support and resources necessary for the construction and operation of the station, in exchange for access to the station&#039;s facilities and services.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VI: Dispute Resolution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Any disputes arising from the interpretation or implementation of this treaty shall be resolved through diplomatic channels, with representatives from both the Consortium and the Golden Deep convening to negotiate a resolution. If a resolution cannot be reached through direct negotiation, the matter may be referred to a neutral third party for mediation. The third party shall be appointed by an agreement from both parties. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VII: Variation&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Any provision of this agreement may be amended or modified only with the written consent of both parties. Such consent must be expressly stated in writing and signed by authorized representatives of each party. No variation of this agreement shall be valid or enforceable unless made in accordance with this clause.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VIII: Duration and Termination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This treaty shall remain in effect for a period of twenty years, after which it may be renewed, amended, or terminated by mutual agreement. Either party may terminate this treaty upon providing one standard year’s notice, provided that any obligations or projects underway at the time of termination are completed in accordance with the terms of this treaty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pactolus Exploration Commission ==&lt;br /&gt;
[[File:PELLogo.png|thumb|The logo for the Pactolus Exploration League. ]]&lt;br /&gt;
The Pactolus Exploration Commission, or just the Commission, governs the League – it is responsible for overseeing the bioterraforming operations of the Consortium, and the further exploration of Pactolus – as well as ensuring any discoveries are catalogued and subsequently shared between the Golden Deep and the Consortium. The Commission is Co-Chaired by representatives from each party; respectively, Engineer Philan and Twisting of the Celestial Energy to Create Life. Both had been pre-selected during the discussions between the Consortium and Golden Deep. Despite being Co-Chairs, the Commission rotates leadership every year, so as to allow each party a turn in leading the Commission – currently, the Golden Deep maintains leadership. The Commission is supported by the Advisory Council composed of experts in various fields such as bioterraforming, astrocartography, and interstellar trade. While the Council does not have voting power, it provides essential guidance and expertise to inform the Commission of possible decisions. &lt;br /&gt;
&lt;br /&gt;
=== Engineer Philan ===&lt;br /&gt;
&lt;br /&gt;
Elected to their position in 2466 as the Foreman of Industry of the City of Eurydice, Engineer Philan has thrived in orchestrating efficiency among the logistical, research and development, and the industrial for the Golden Deep’s terrestrial home. Now undertaking their first major endeavor outside of their station within the city, the engineer is coordinating with Commander N33L of the Merchant Navy, and foreign ambassadors of Midas Control, to help install the aid of Hieroatheria’s bioterraforming expertise. Together, along with the Camarilla Estrocian’s researchers, a lower council is formed in management of furthering the terrestrial interests of the collective.&lt;br /&gt;
&lt;br /&gt;
=== Twisting of the Celestial Energy to Create Life ===&lt;br /&gt;
&lt;br /&gt;
Disgorged from their pod in 2391 CE, Twisting of the Celestial Energy to Create Life, or just Twisting, on Anu – they have made a mark within the Consortium. Being amongst the first Dionae accepted to the Grand University of the Nralakk Federation, they were mentored by Etherial Vapors Whispering Through Nebulae – which has all but ensured their selection for the Pactolus Exploration League. Despite being amongst the younger gestalts, they have made greater strides in bioterraforming during their residence on Gentle Winds. They are the elected representative for the bioterraforming operations on Pactolus.&lt;br /&gt;
 &lt;br /&gt;
== Objectives of the League ==&lt;br /&gt;
&lt;br /&gt;
Tasked with advancing the frontiers of knowledge and opportunity, both within Hieroaetheria and Pactolus, the Legaue’s secondary objectives include the exploration and charting of the wasteland of Pactolous – however, its main objective is seeking to create additional habitable regions on Pactolus through the usage of the Consortium’s bioterraforming technology. Any data catalogued following the completion of bioterraforming operations shall be shared between the parties, including genetic information obtained from both flora and fauna. In hopes of speeding up the bioterraforming operations, this genetic information shall be analysed within the Consortium by analysts from both parties – for the mutual benefit of the founding members. &lt;br /&gt;
&lt;br /&gt;
=== Exploration Zones ===&lt;br /&gt;
&lt;br /&gt;
====The Eurydice Expansion Zone ====&lt;br /&gt;
&lt;br /&gt;
The immediate area surrounding Eurydice has been the elected region in which bioterraforming will be the most rampant; partly as a result of the fact it finds itself situated deeply within surrounding forests – alongside the carcass of Bayonne. Despite recent initiatives to develop the infrastructure, there is a dire need for Eurydice to expand to accomodate the incoming population, as well as manufacturing and production facilities. Though the Outskirts is the outermost, and newest, ring to Eurydice is plagued by onsloughts from the harmful atmosphere of Pactolus – it is the objective of the bioterraforming operations to filter out the toxins immediately surrounding Eurydice, so as to allow additional expansion. &lt;br /&gt;
&lt;br /&gt;
====New Arcadie Anomaly Zone ====&lt;br /&gt;
&lt;br /&gt;
The League has designated New Arcadie as a high-priority target for investigation due to its inexplicable nature and potential for valuable discoveries. Despite repeated attempts to physically reach the city, all efforts have been thwarted by an anomalous displacement effect, which consistently places exploration teams forty-two kilometers from the city boundaries. Undeterred, the League has sought to assemble a task force to study the phenomenon from a distance, employing advanced remote sensing technology, drones, and orbital scans to gather data on the city’s structure, environmental conditions, and the surrounding anomalous flora and fauna. The Commission has also authorized the deployment of specialized research vessels equipped with quantum entanglement communication arrays, hoping to pierce the enigmatic barrier preventing access. While direct exploration remains elusive, the League&#039;s ongoing efforts aim to unlock the secrets of New Arcadie, hypothesizing that understanding the city’s displacement mechanism could lead to groundbreaking advancements in bluespace manipulation. &lt;br /&gt;
&lt;br /&gt;
====Reach Expedition Zone ====&lt;br /&gt;
&lt;br /&gt;
A surge of interest from the expanding Golden Deep has been sparked by the discovery of intact power facilities within the ancient ruins west of Eurydice, especially in light of the growing demand for energy to sustain its burgeoning synthetic population. Located deep within the mountains, these pre-Interstellar War structures may hold immense energy potential. To carefully study and reactivate the dormant power systems, the League has sent engineers, historians, and synthetic specialists. Despite their age, the facilities are remarkably well-preserved, suggesting the presence of advanced technologies that could revolutionize Eurydice&#039;s energy infrastructure. This League hopes to not only restore these facilities to operational status, but also reverse engineer their technologies in order to develop new and more efficient ways to produce power. Eurydice will be able to expand and solidify its status as the central hub of the Golden Deep if this endeavor is successful, providing it with a sustainable energy source.&lt;br /&gt;
&lt;br /&gt;
====Ground Zero Research Zone ====&lt;br /&gt;
&lt;br /&gt;
In the vicinity of a once-thriving city, a massive crater has drawn the League&#039;s urgent attention, displaying extreme anomalous characteristics well beyond those expected of the surrounding fauna and flora. Combined with the inexplicable changes in the local environment, the sudden formation of the crater suggests a catastrophe or an unknown force. An expert team of geologists, biologists, and anomaly specialists has been assigned to investigate the crater&#039;s origins, using particle analysis and deep-earth scanning. Xenobiologists and ecologists are systematically cataloguing the surrounding flora and fauna, which are showing remarkable resilience and mutation as a result of whatever force created the crater. It may be possible to gain crucial insights into the nature of the anomaly and its broader implications, particularly for Dionae.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aeropurifiers&#039;&#039;&#039; – Atmosphere scrubbers, created by a combination of biomass and technological machinery. Utilising gas exchange systems typically found in larger gestalts, Aeropurifiers will seek to assist in cleaning the air within the Eurydis Expansion Zone – and likely remain to assist in the pollution generated by the Golden Deep’s manufacturing on the Outskirts. It is currently a prototype, expected to first be used on Gentle Winds following the creation of an atmosphere, but with the signing of the Pactolus-Hieroaetheria Concordat Aeropurifiers are being tested across Pactolus for further study by the Consortium. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Radionetics&#039;&#039;&#039; – Radiation scrubbers, created similarly to the Aeropurifier. A combination of biomass and technological machinery has created a living, breathing radiation scrubber that is capable of extracting large amounts of radiation in relatively short periods – but requires a cool-down period of approximately a week to digest and subsequently be able to dispose of the radiation in a way that wouldn’t harm the surrounding environment – this is typically done by the Operators of the Radionetic. They require between three to four gestalts to efficiently operate, and any less typically results in unbalanced radiation scrubbing.&lt;br /&gt;
&lt;br /&gt;
== Pactolus Genetic Almanac ==&lt;br /&gt;
&lt;br /&gt;
The Pactolus Genetic Almanac is the systemic cataloguing of species present across Pactolus for the Consortium to utilise in their genetic banks, however, samples are help by the Golden Deep Merchants and &amp;quot;leased&amp;quot; to the Consortium for an undisclosed fee. &lt;br /&gt;
&lt;br /&gt;
*Regeneratus Coloratus&lt;br /&gt;
&lt;br /&gt;
Newly classified invertebrate species exhibiting rapid regenerative abilities and unusual colouration patterns. These adaptations may be responses to heightened radiation levels from nearby power systems. Further study is ongoing. &lt;br /&gt;
&lt;br /&gt;
*Microbium Bioenergicus&lt;br /&gt;
&lt;br /&gt;
Microbial life forms with unique energy-harnessing capabilities discovered in soil samples. These microorganisms may play a crucial role in nutrient cycling and could provide insights into biotechnological applications for future terraforming efforts. Further study is ongoing.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_Space_Capabilities&amp;diff=35115</id>
		<title>Dionae Space Capabilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_Space_Capabilities&amp;diff=35115"/>
		<updated>2025-01-04T09:47:33Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Naturally-Occurring Spaceflight */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Naturally-Occurring Spaceflight =&lt;br /&gt;
&lt;br /&gt;
Dionae are capable of using their bodies to manoeuvre through space, primarily used by those deemed “feral” or “wild” Dionae that have yet to gain [[Dionae Culture|sapience]] – utilising a combination of a gas bladder that tends to form in Colossi and upwards and turning any minerals they absorb in their journey to maintain their trek through the stars. Huge conglomerations may elect to even harvest gasses from gas giants through careful planning seemingly innate to the species, bouncing off planetary gravity in what seems to be rudimentary slingshotting to gather speed. Dionae that use these methods may not have advanced abilities to engage in conflict but are able to support themselves in a fight – in particular, seen in both First Contact with the Skrell, and Humanity.&lt;br /&gt;
&lt;br /&gt;
= Dionae-made Spaceflight =&lt;br /&gt;
Despite their inherent ability to guide themselves through space, following the gaining of sapience, it is common for Dionae to adapt themselves to any given society. Though this manifests in many different ways, generally through infusion of cultures and whatnot, this has had a side effect on the way the species travels through the cosmos. Discarding their previous instincts to peruse the stars by their own methods, Dionae have managed to quickly propel themselves as masterful shipbuilders within the greater interstellar community, by adapting designs of existing vessels and making them uniquely their own. &lt;br /&gt;
&lt;br /&gt;
== Elements of Dionae Models ==&lt;br /&gt;
=== Solar Sails ===&lt;br /&gt;
Created from mesh weave, as seen within the [[Eternal Gardens]] and Temple, solar sails are the main method of propulsion used by Dionae who no longer wish to use their natural means to travel among the stars. Using solar photons, and “tailwinds” as termed by Dionae navigators, the solar sails have largely assisted the species in establishing themselves within the interstellar community. However, only the Voyager and Rush classes are commonly used, with the Bulker only operated by typically destitute Dionae who are attempting to make a life for themselves and cannot afford a normal freighter at least as of yet. &lt;br /&gt;
&lt;br /&gt;
=== Radioactive Materials ===&lt;br /&gt;
It is common to find something that emits radioactive elements to sustain the passengers and/or crew of the various models of Dionae vessels. There have recently been innovations that allow the radiation caught by the solar sails to be converted into usable energy for those who find themselves on the vessel. Uranium, or even radium, are generally placed within the centre of the carrying-hull for maximum efficiency – and if attuned to, generally allows tracking of Dionae classes of vessels for port authorities, or even unsavoury characters that might wish to ransack the ship. &lt;br /&gt;
&lt;br /&gt;
=== Carrying-Hull ===&lt;br /&gt;
The carrying-hull is an all-in-one. It is a cockpit, passenger and even crew accommodations, as well as the main section in which radioactive materials are held. A mixture of both biomass and metals usually used in shipbuilding, it cannot sustain an atmosphere which limits all the classes to be used only by Dionae. The solar sails are hoisted in particular patterns to the carrying-hull as to gain full advantage of their abilities. Only the Bulker generally sees its carrying-hull expanded to house cargo as opposed to passengers or crew. &lt;br /&gt;
&lt;br /&gt;
== Dionae Civilian Ship Models ==&lt;br /&gt;
Though unique in their own ways, the majority of the models constructed or adapted by the Dionae generally fall into one of three categories: Voyager, Rush and Bulker. Each has its own characteristics, mostly attributing to a specific function needed by the Dionae. &lt;br /&gt;
&lt;br /&gt;
=== Voyager ===&lt;br /&gt;
Voyagers are commonly seen by independent Dionae explorers, focused on journeying the cosmos, either with a destination in mind or not. Comparable to the average civilian transport, Voyagers are somewhat small spacecraft that can house hundreds of Nymphs – if planning has been done properly, and efficiently. Largely without atmosphere, and featuring some kind of machine that can emit radioactivity, the Voyager is typically exclusively used by Dionae. Though the appearance may change depending on its shipbuilder, Voyagers have two critical elements that define them: a singular, large solar sail that results in poor performance in comparison to warpdrives, or even bluespace drives, and a carrying-hull that can typically hold between thirty to fifty Gestalts. Despite their slowness, Voyagers have seen usage by the [[Nralakk Federation]], giving Dionae-only explorers charters to explore and report back to them, without necessarily expending significant resources to create additional exploratory vessels. The [[Xrim|Covenant of Xrim]] has also been known to send Voyagers, mostly operated by the Scorned who wish to illegally emigrate to other regions of the Orion Spur – an advantage of the Voyager class is that it is virtually undetectable unless one has highly sensitive equipment able to pick up the low-frequency signals produced by the Dionae, however, its drawback is that it is unable to engage in atmospheric propulsion, which poses a significant problem if one cannot reach the void. &lt;br /&gt;
&lt;br /&gt;
=== Rush ===&lt;br /&gt;
Used for its speed the Rush class is notably the smallest model used by the Dionae. It is a lightweight, piercing vessel that cruises through the cosmos and reaches astounding speeds comparable to even warpdrives – deploying up to six solar sails with a carrying-hull that holds roughly three to six Gestalts. Generally navigating the stars by catching particular lanes of solar radiation to propel themselves faster and faster, furthermore using their innate slingshot methods to sustain their speeds. Similar to the Voyager, it is nearly undetectable without highly sensitive equipment – though can be picked up if one searches for its astronomical radioactivity both by the radioactive materials and the absorption of solar radiation from the tailwinds it uses – which can place the Rush into quarantine upon arrival until the radiation has either subsided or been absorbed by the Dionae crew and/or passengers. There have been prototypes of the Rush class that employ simple munition systems, but there is yet a Dionae capable of claiming themselves as the creator of a strike-craft version of the Rush. &lt;br /&gt;
&lt;br /&gt;
=== Bulker ===&lt;br /&gt;
The Bulker, a predominately cargo-carrying vessel, is the slowest of all models encountered despite variations and attempts to increase its speeds. Sporting three, large solar sails to handle its enormous cargo-carrying capacity – as well as a carrying-hull suited to only three to six Gestalts – it is largely only used by independent Dionae without the ability to afford normal freighters. Due to its large size, and overall slowness, it is easily the most detectable model of Dionae vessels. Regularly preyed upon by marauders, it is also one of the rarest to see. Very few radioactive materials are used within the Bulker, mainly due to the possibility of contaminating its cargo, with Dionae having to utilize other methods to sustain themselves during their travels within a Bulker.&lt;br /&gt;
&lt;br /&gt;
== Dionae Military Ship Models ==&lt;br /&gt;
&lt;br /&gt;
Used almost exclusively by [[the Commonwealth of Hieroaetheria]], these models are designed vastly only for Dionae. Non-Dionae crew are famously known to sport the Commonwealth Naval Authority Voidsuit whilst working aboard these military classes in ensuring the defensive capabilities of the greater [[Hieroaetheria]]/&lt;br /&gt;
&lt;br /&gt;
===Sunspear===&lt;br /&gt;
&lt;br /&gt;
The Sunspear is one of the more common types of corvettes used by Dionae, but in particular those within Titan’s Rapture, and the rest of the Hieroatherian off-world territories. A unique blend of [[Skrell]], Human and [[Dionae]] design, the Sunspear has become one of the more well-performing models within the Commonwealth Naval Authority. Despite non-Dionae also forming part of the Commonwealth Naval Authority’s ranks, it has many similarities to the civilian ship models with the notable difference being its capabilities. Groups of Sunspears are able to attach to one another, and essentially act in unison, much like a Gestalt. They typically patrol in this formation, only breaking off when necessary. Though primarily in Titan’s Rapture, the sight of the “Sunspear Formation” within the off-world Hieroaetherian territories is one to behold, often being deployed against those who wish to pillage and raid the less protected colonies. Dissimilar to other Dionae spacecraft, it utilizes a warpdrive, however, they are considerably slower than others offered across the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
===Starshade=== &lt;br /&gt;
&lt;br /&gt;
A recent innovation, the Starshade is a Cruiser-esque model known for its exceptional performance in both offensive and defensive circumstances; seen during the clashes with the Solarian Restoration Front. Featuring adaptive armour, the Starshade can adjust the outermost hull’s density and structure, through the usage of adapted biomass, to effectively absorb and disperse incoming projectiles. Each is outfitted with three laser railgun turrets, capable of enacting precision strikes from considerable distances; despite their purpose to be on the frontlines of any conflict, they may be flung into. Adapting from the Bulker class, the Starshade has a modular design, allowing it to adapt to various mission requirements, whether it involves additional weaponry, troop accommodations or cargo space. It is, similarly to the Sunspear, not accommodating to non-Dionae and those who find themselves aboard typically sport the Naval Authority Voidsuit. Similarly to the Sunspear, it is used by the Commonwealth Naval Authority and is equipped with a less efficient warpdrive produced on [[Hieroaetheria]]’s moon, [[the Consortium|Anu]]. &lt;br /&gt;
&lt;br /&gt;
===Voidweaver=== &lt;br /&gt;
&lt;br /&gt;
The Voidweaver is designed for rapid-response and advanced reconnaissance missions; with composite armour bending advanced materials with Dionae biomass ingenuity, ensuring durability while still maintaining agility for quick manoeuvring. It is armed with a singular railgun,  and typically operates in formations of between three to five, depending on the circumstances requiring their deployment. Due to the nature of the Voidweaver, it is purely Dionae in design. Borrowing various elements from the Rush class, the Voidweaver is not one that is built with sustaining attrition, but instead delivering precision attacks in rapid succession to disable enemies. Purposefully designed to be nearly undetectable to standard sensor arrays, it utilises a unique design of warpdrives, not only faster than the Sunspear and the Starshade, but also allowing for low emissions that can&#039;t be picked up on by the average spacecraft within the Orion Spur. Some have criticised the Commonwealth Naval Authority for allowing only Dionae to operate the Voidweaver, but Vice-Admiral Catacylsmic Energy has sustained that it is necessary to heighten its abilities and remain near-undetectable in defending the Commonwealth of Hieroaetheria.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=35114</id>
		<title>Moghresian Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=35114"/>
		<updated>2025-01-04T06:41:04Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Common Gestalts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Unathi_Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
A budding population of [[Dionae]] exist across [[the Wasteland]], with some even making their way into the Hegemony&#039;s sphere of influence. Crashing down on the planet following a perceived meteor shower in the early 2450s, the presence of Dionae across Moghes has become apparent to the Hegemony and the wider interstellar community. [[Dionae]] have maintained coexistence with the Unathi, primarily Wastelanders, borrowing heavily from Unathite culture, using their unique properties to serve the communities they&#039;re a part of. However, more sinister Unathi have begun to cultivate, and subsequently, trade the species due to their usefulness. &lt;br /&gt;
&lt;br /&gt;
The Hegemony itself has begun the mass-scale cultivation of Dionae, as a component of Project Viridis, a mass-scale bioterraforming initiative meant to reclaim large swathes of the Wasteland. Though in its early days, this project has already shown great promise, and made an indelible mark on the nation with the elevation of Dionae to nobility.&lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
[[File:DionaeHistory1.gif|thumb|alt=Unathi First Discovery.|The first Unathi discovery was merely the watching of a meteor shower, later discovered to be Dionae seeds.]]&lt;br /&gt;
The introduction of [[Moghes]] to the greater interstellar community, following first contact, brought with it a plethora of species already incorporated – particularly the [[Dionae]] of the [[Nralakk Federation]]. The Federation’s involvement with the Izweski Hegemony prior to the establishment of the Ouerean Confederation allowed for [[Dionae]] to already become a somewhat known species – though obviously only to those within the upper echelons of the Hegemony’s political sphere. Despite [[Dionae]] already being introduced to the Hegemony prior to the Contact War, the arrival of the species as they are currently known occurred in 2451 CE after a perceived meteor shower scattered thousands of seeds across [[the Wasteland]] of [[Moghes]]. These seeds created oases in previously uninhabitable, irradiated areas of the Northern Wastelands, turning them into thriving ecosystems. The Unathi had initially believed these changes were miraculous but eventually discovered that the [[Dionae]] were responsible for cleansing the radiation. As the Unathi learned to communicate with the species, a symbiotic relationship developed: the [[Dionae]] purified the land in exchange for care, leading to their integration into Unathite society, however, some were captured and the commencement of [[Dionae]] trading spurred across [[Moghes]].&lt;br /&gt;
&lt;br /&gt;
[[They Who Hath Become Lord Arc|In late 2466]], the Hegemon massively expanded the role of Dionae in the Hegemony, raising several gestalts to nobility in an unprecedented and surprising move. These new noble gestalts, nicknamed “the Lords Verdant”, administrate the regions known collectively as the Viridis - areas on the border of the Wasteland which act as large-scale testing grounds for the use of Dionae in the reclamation of Moghes. Vast numbers of common gestalts have been grown for the bioterraforming project as well, and the Viridis is now home to the vast majority of the Hegemony&#039;s Diona population.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
===Syncretism of the Eternal &amp;amp; Unathi Faiths===&lt;br /&gt;
====Th’akh====&lt;br /&gt;
The Ichor Eternal and Th’akh faiths seamlessly blend into the naturalistic reverence of Th’akh with the transformative ideals of the Ichor Eternal – the [[Dionae]], who embody both the primal forces of nature and the potential for endless evolution, find that the syncretism between the faith a path that honours their existence and growth. It is believed that the “Ichor” is the life-giving essence that flows through all living things – this is where the moniker of “Blood Eternal” originates from. This essence is believed to not merely be physical, but also spiritual, connecting all beings in a vast web of life. The Ichor is both the source of life and the conduit through which spiritual energy flows, embodying the life cycle that Th’akh venerates. The unique existence of [[Dionae]] as a collective organism is seen as the perfect manifestation of both faith’s ideals – just as the [[Dionae]] come together to form a greater whole, it is taught within Th’akh that all life is interconnected, and true spiritual fulfilment comes from the harmony between the individual and collective, nature and technology and past and future. Unique to those on Moghes, the Eternal Path – or the Th’akh Cycle – teaches that life is an endless cycle of growth, decay and rebirth. The Ichor, as the essence of life, is ever-changing, flowing through different forms and experiences. It is believed that by embracing change and growth, [[Dionae]] shall then honour this cycle and contribute to the eternal flow of the Ichor. The philosophy of the faith’s syncretism is that life is a journey of growth and transformation, where every being plays a part in the greater cycle of existence. By embracing both the natural world and the potential for evolution, it is believed that the [[Dionae]] are the ultimate expression of these ideals, with their ability to exist as both individuals and as a collective – through their practices and beliefs, they hold the ever-flowing essence of the Ichor and Th’akh. &lt;br /&gt;
&lt;br /&gt;
====Sk’akh==== &lt;br /&gt;
&lt;br /&gt;
Given the deep connection between the beliefs of [[Dionae]] and their reverence for nature and balance, it isn’t surprising that Sk’akh has connected with some tenets of the Eternal – primarily Ichor. The syncretic belief system combines the Sk’akh reverence for order and the cosmos with the Th’akh focus on spirits, nature and personal harmony – mostly rooted in the fact that [[Dionae]] were first introduced to Th’akh, before Sk’akh. It is viewed by [[Dionae]] with this belief that the universe is a carefully maintained balance of forces, guided by the divine order of Sk’akh, and its Elders, while also embracing the fluidity and interconnectedness of the spirit world emphasized by Th’akh. The universe is a grand design maintained by Sk’akh, whose influence is seen in the natural cycles and the cosmic order, [[Dionae]] believe that their harmonious existence with nature is therefore part of this cosmic order. The balance between the material plane and spirit world is crucial, and [[Dionae]] act as guardians of this balance, using their unique connection to nature and the spiritual to maintain harmony – thanks to their unique genetic absorption abilities. The [[Dionae]] believe that the Beastlands are seen as a paradise, not just for the Unathi, but for all beings who live in harmony with Sk’akh’s order; it is often depicted as a place where nature thrives in its purest form – directly opposite to the Chained Wastes, often characterised by those seeking to disrupt the balance, but uniquely, it is not seen as a punishment by [[Dionae]]. It is thought to be a necessary part of the cosmic order to ensure that chaos does not reign. Borrowed from their Th’akh foundations, [[Dionae]] believe that the Ichor of a person can return to the material plane – usually after some kind of purification, to continue their growth and maintain the balance sought by Sk’akh. Ichor, as similarly seen in the Th’akh syncretism, is seen as the lifeblood of the universe, a sacred substance that flows through all living things, connecting them to both Sk’akh and the material plane – it is revered in rituals, symbolizing the connection between body, spirit and the cosmos. It is believed that the purity of a person’s ichor is a reflection of their spiritual harmony and connection to Sk’akh. Rituals involving the consumption or offering of Ichor are central to their practices, seen as acts of devotion and balance. Similarly to Unathi, [[Dionae]] will perform tributes and dedications to the Fisher, Healer and Warrior. The Church has yet to take a stance on [[Dionae]]. &lt;br /&gt;
&lt;br /&gt;
====Si’akh====&lt;br /&gt;
The syncretism between Si’akh and the Eternal emerged following the co-existence between Unathi and [[Dionae]] in close proximity following the Contract War. It blends the [[Dionae]]’s reverence for genetic learning with the emphasis of Si’akh’s spiritual purification and asceticism – at its core, it teaches that true enlightenment and salvation and achieved through the amalgamation of ancestral knowledge, and purification of one’s soul through trials – with the former having an emphasis on genetic sampling. It is believed that by ingesting genetic material – such as blood – they can access the memories, experiences and wisdom of their predecessors, which has seen utilisation by Unathi – who consider such ritual to be a sacred rite, enabling adherents to carry the “Echoes” of their ancestors within them. Emulating the ascetic traditions of Si’akh, [[Dionae]] lead lives of simplicity and restraint, in which they abstain from indulgent behaviours, focusing instead on spiritual growth and community service – this is the ultimate goal, to reach a transcendental state where the [[Dionae]] becomes a collective consciousness with the ancestors, enriched by accumulated knowledge. It is largely thought that forceful acquisition of genetic material is not to show restraint, and any form of coercion, kidnapping or unethical extraction is considered taboo, tarnishing the purity sought through Si’akh – [[Dionae]] must be taught to seek willing donors and to honour the gift of their genetic abilities with profound respect and gratitude.&lt;br /&gt;
 &lt;br /&gt;
====Aut’akh====&lt;br /&gt;
&lt;br /&gt;
As far as parallels go, Aut&#039;akh and Iron Eternal are the most similar - other branches tend not to align with the Aut&#039;akh, nor do they seek to support them, particularly when confronted with the threat of termination through association with the Aut&#039;akh. In its present form, the religion fuses the Aut’akh desire to attain self-actualization through augmentation, the Iron Eternals&#039; belief that technology is essential for spiritual growth, and a shared reverence for the fusion of flesh, spirit, and machine. Although it is predominantly practised by the [[Dionae]], some Sinta have begun to follow it as well – particularly those seeking to transcend the limitations of flesh and spirit with technological integration while maintaining their distinctive spiritual traditions. Additionally, it is largely decentralized, since many Moghes inhabitants who follow such faith can find themselves in hot water with the local population, especially those who follow the Sk&#039;akh or Th&#039;akh faith. In addition to traditional Th&#039;akh and Sk&#039;akh followers, who oppose these beliefs, megacorporations and governments view these beliefs as subversive – an unfortunate byproduct of Aut&#039;akh values. &lt;br /&gt;
&lt;br /&gt;
=== Way of Life === &lt;br /&gt;
&lt;br /&gt;
Unlike other locations within the greater Spur, the way of life for [[Dionae]] within the Izweski Hegemony can vary greatly. Depending on the geography of one’s birth, a [[Dionae]] can find themselves bred for cultivation, and subsequently trading, or even within the annals of a Clan becoming their Chronicler – at least those that have. Though the population of [[Dionae]] continues to grow as their presence becomes more cemented within the Hegemony, they are still a rather infrequent sight – vast majorities of the Unathi across the Hegemony have laid their eyes on the species, at least not in the flesh. Stories are carried along the rumour mill of their abilities, some contorting them into nightmarish tales as a method to urge Unathi to be wary within [[the Wasteland]], which typically ushers many of the lower-born Unathi to seek the species to “realize” for themselves, their standing on the species. &lt;br /&gt;
&lt;br /&gt;
Though rare, [[Dionae]] are slowly becoming a rather substantive population within the Hegemony – thanks to their asexual reproductive abilities, and abundance of radiation within [[the Wasteland]] – and are expected to become the second-highest population of non-Unathi within the next three decades. The Hegemony has not taken any official stance on the species, despite their growing numbers, which places them in a rather weird position with the greater Hegemony, and the sub-factions within. Each has a unique approach to the species and uses them for its own advantages. However, as time marches on, it is clear that the Hegemony will soon have to make a decision on [[Dionae]] – whether it be for good, or for bad – as time is running out on how to handle their presence. &lt;br /&gt;
&lt;br /&gt;
Exploitation of [[Dionae]] extends beyond their cultivation and trading; it is embedded in the very fabric of their existence within the Hegemony. As a species that thrives on symbiosis and collective growth, the [[Dionae]] are often perceived as tools or resources to be exploited rather than sophonts deserving of autonomy and rights. Moghes’ harsh labour conditions in resource-rich but dangerous environments often see [[Dionae]] being exploited for their regenerative capabilities. [[Dionae]] are expected to endure gruelling work that would be lethal to other species. While their ability to regenerate might allow them to survive, the psychological and physical toll is immense. These conditions, coupled with the lack of any official recognition for their sentience and rights, make the [[Dionae]] particularly vulnerable within the Hegemony. &lt;br /&gt;
&lt;br /&gt;
=== Honour ===&lt;br /&gt;
==== Code of the Bz’tnzai ==== &lt;br /&gt;
&lt;br /&gt;
[[Dionae]] that find themselves elevated to Bz’tnzai are designated as cultivators of the next generation of beings; they are to hold the utmost respect for their Clan, and ensure that their actions are in alignment with the desires of the Clan Head. They are the stewards of growth, and protectors of the harmonic life cycle – they are oftentimes even viewed as performing the work of the respective Unathi religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Bz&#039;ntzai&#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;
&#039;&#039;&#039;I. Stewardship of Growth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to preserve life, the Bz&#039;tnzai are charged with cultivating and nurturing new Dionae. Throughout the growth of each sapling, from its earliest sprout to its full maturity, it must be nurtured and cared for with unwavering dedication. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Preservation of Harmony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz&#039;tnzai must maintain a balance between Dionae and Unathi. As caretakers of both species, they must meet the needs of the Unathi, respecting their traditions and well-being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Guardians of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a similar vein to the Chronicler, the Bz’tnzai are keepers of the knowledge of Dionae cultivation. They must ensure that the teachings given to them are preserved and imparted to new generations, ensuring the continuity of the practice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Sacrifice for the Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the community is threatened, the Bz’tnzai must be prepared to sacrifice for the greater good. Whether it be time, resources, or even their own lives, they must place the welfare of the many above the needs of the few, ensuring the survival and prosperity of all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Honouring the Cycle of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz’tnzai must understand that life is a cycle of growth, decay, and renewal. They must honour this cycle, ensuring that the passing of life is met with dignity and that the remnants of the old nourish the new, continuing the eternal dance of existence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Sentinel==== &lt;br /&gt;
&lt;br /&gt;
A Gestalt following the Sentinel Code is often concerned with precedent and the security of the community. [[Dionae]] who follow this path are beings of action. A Gestalt who manifests this aspect is encouraged to make sure that their actions speak for themselves and to be candid and direct. Since the Sentinel expresses itself by taking action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Sentinel&#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;
&#039;&#039;&#039;I. Righteousness Above All&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel places the truth as seen before them above all else. Their actions must reflect this unwavering commitment to Righteousness. They stand as beacons of fairness and honesty, never disguising their motives or obscuring facts. Righteousness guides all other principles, shaping the path the Sentinel follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Mercy for the Weak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel protects those who cannot protect themselves, offering Mercy to the weak and innocent. They do not harm the defenceless or take advantage of the vulnerable. Surrender to a Sentinel is an act of honour, ensuring fair treatment and respect. Mercy is shown even in battle, where honour dictates the restraint of power over those who are subdued.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Integrity of Word&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Sentinel&#039;s word is their bond, carrying the weight of their Integrity. Once a commitment is made, the Sentinel ensures that reality conforms to their promise. Integrity is the balance to Righteousness, demanding that the world itself be shaped to honour the Sentinel&#039;s word.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Loyalty to Leadership and Kin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loyalty binds the Sentinel to their superior, be it a Lord, clan leader, or partner. A Sentinel would willingly sacrifice their life for the protection of their leader or kin. However, Loyalty is not blind; if obeying an order would violate any of the other tenets, the Sentinel is duty-bound to refuse in order to maintain their honour.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Chronicler====&lt;br /&gt;
&lt;br /&gt;
The Code of the Chronicler represents the embodiment of wisdom, memory, and the pursuit of knowledge within the [[Dionae]]. Chroniclers are the living repositories of a Clan’s history, wisdom, and cultural identity, and they dedicate their existence to the cultivation of knowledge and the guidance of future generations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Chronicler&#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;
&#039;&#039;&#039;I. The Pursuit of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are driven by an insatiable desire to gather knowledge from every corner of the cosmos. They are beings of contemplation, preferring to observe, listen, and learn before they speak. Their curiosity knows no bounds, and they seek to understand not just the physical world, but the spiritual, cultural, and emotional dimensions of existence as well. Every piece of information, every memory absorbed, is a treasure that adds to the vast library of knowledge that Chroniclers maintain within themselves and their clan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. The Guardian of Wisdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the custodians of their clan&#039;s collective memory, Chroniclers bear the immense responsibility of safeguarding the wisdom of the past. This role is not merely about hoarding knowledge but also about interpreting it and applying it to guide others. Chroniclers are expected to use their accumulated wisdom to enrich their communities, ensuring that the lessons of history are passed down and that the knowledge they possess benefits all. They teach, advise, and mentor, raising clusters of gestalts to independence and preparing them for the challenges of life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. The Ethical Use of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge is power, but it is also a responsibility. Chroniclers adhere to a strict ethical code, ensuring that the knowledge they possess is never used for personal gain or to further selfish ambitions. It is a grave taboo for a Chronicler to exploit their vast stores of information for their own benefit. Instead, they seek to find champions—individuals or causes worthy of their knowledge and guidance. By sponsoring and advising these champions, Chroniclers ensure that their wisdom is put to noble use, serving the greater good of the clan and the broader community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. The Role of the Mentor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are more than mere advisors; they are mentors and spiritual guides. Within the Oasis clans, Chroniclers are revered as the caretakers of the mental and spiritual well-being of the gestalts. They provide counsel not just in matters of knowledge, but in matters of the soul, helping their kin navigate the complexities of existence. They nurture the growth of young gestalts, helping them find their place within the clan. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. The Keeper of Memory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
True to their name, Chroniclers are the archivists of their clan&#039;s history. They meticulously record and preserve the memories of their people, ensuring that nothing is lost to the sands of time. Their stories are more than just entertainment; they are the lifeblood of the clan&#039;s cultural identity, connecting the present with the past and providing a sense of continuity and purpose. Chroniclers are renowned for their storytelling abilities, weaving tales that are rich in wisdom and filled with the echoes of countless lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. The Legacy of the Chronicler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Chronicler&#039;s ultimate goal is to leave a legacy of wisdom that will endure long after they have passed into the collective memory of the Dionae. This legacy is not measured in material wealth or personal achievements, but in the lives they have touched, the knowledge they have preserved, and the wisdom they have imparted. A Chronicler lives on in the stories they tell, the advice they give, and the generations they raise to carry forward the torch of knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VII. The Eternal Observer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are eternal observers, ever watchful and ever learning. They are patient, knowing that the pursuit of knowledge is a lifelong journey with no end. They take the long view, understanding that wisdom is not just about knowing facts, but about understanding the deeper truths that lie beneath the surface. As they observe the world around them, they remain committed to the principles of their code, always seeking to use their knowledge to serve others and to guide their clan toward a brighter future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== Legal Status ==&lt;br /&gt;
&lt;br /&gt;
=== Nobility ===&lt;br /&gt;
In late 2466, Hegemon Not’zar raised several Diona gestalts to nobility, under the aegis of Lady-Governor Zhelmi Aeikuzo. These new noble gestalts, nicknamed “the Lords Verdant”, administrate the regions known collectively as the Viridis - areas on the border of the Wasteland which act as large-scale testing grounds for the use of Dionae in the reclamation of Moghes.&lt;br /&gt;
&lt;br /&gt;
Noble gestalts are deliberately cultivated for their roles - most commonly by the Lady-Governor and her servants, from her laboratory in the reclaimed city of Lazhi. The genetic material they are given is donated by carefully selected Izweski nobility, in order to cultivate a gestalt which will perform its duties with competence and loyalty - to take genetic material from an unapproved source is a serious offense, which could result in a noble gestalt losing its position altogether.&lt;br /&gt;
&lt;br /&gt;
All nymphs making up a noble gestalt are required to be recorded and tagged, and are forbidden from leaving the gestalt without the approval of their liege. New nymphs must also be approved before absorption, particularly those from common or wild gestalts. Noble gestalts are allowed, with their liege’s permission, to grow new gestalts of their own or to split - with these new gestalts being considered minor nobility, though without a claim to their parent gestalt’s title. Diona nobility do not have lines of inheritance - should one of the Lords Verdant perish or be removed from its position, a replacement will be selected by their liege.&lt;br /&gt;
&lt;br /&gt;
Though most of these lesser noble gestalts remain in the Viridis, the Lords Verdant have made efforts to forge deeper ties with the established Unathi aristocracy. Since the establishment of the Diona nobility, many lesser noble gestalts have sought positions with the other lords of the Hegemony - forging closer ties between the new lords and the old, and ensuring that the political power of the Lords Verdant is cemented by more than just the Hegemon’s decree. Many of these gestalts have found work in the Hegemon’s direct service, with a substantial number employed in the diplomatic or intelligence sectors.&lt;br /&gt;
&lt;br /&gt;
The mindtypes of noble Dionae are carefully monitored, and the development of a new gestalt is structured to favor those mindtypes which would be beneficial to its position.&amp;lt;br&amp;gt;Noble gestalts can &#039;&#039;&#039;ONLY&#039;&#039;&#039; be the following mindtypes:&lt;br /&gt;
* Singular Sound&lt;br /&gt;
* Competence Choir&lt;br /&gt;
* Tyrannical Tune&lt;br /&gt;
* Emphatic Echo&lt;br /&gt;
* Harmonious Hymn&lt;br /&gt;
* Scholarly Song&lt;br /&gt;
&lt;br /&gt;
=== Common Gestalts ===&lt;br /&gt;
The establishment of the Viridis changed little for the legal status of most Dionae outside the region - but for those within, and the newly grown workers of the region, it rapidly became apparent that the current status quo would not suffice. Common gestalts within the Viridis hold rights comparable to that of an ordinary Unathi peasant, and fewer restrictions on their growth and splitting than their noble kindred.&lt;br /&gt;
&lt;br /&gt;
Common gestalts are assigned to specific regions of the Viridis, and are forbidden from leaving their designated areas. Within these regions, they are required to spread and grow as directed, in order to efficiently cleanse radiation and render the environment habitable for Unathi. Common gestalts are required to be tagged and registered, but are free to divide themselves or grow new nymphs as they desire - so long as they meet their quotas. Though common gestalts are technically required to split or merge as their lieges demand, this has yet to be done in practice, as few of the Lords Verdant take the act of forcibly splitting a gestalt lightly.&lt;br /&gt;
&lt;br /&gt;
These common gestalts will usually live in mixed communities with Unathi workers, who are tasked with aiding in the work of purification and reclamation - though sometimes particularly irradiated regions will be home to solely-Diona settlements. Often close bonds are formed between the two species of the Viridis, united in what has come to be referred to as the ‘Great Work’. Common gestalts are permitted to freely take genetic material with the consent of the donor, though this right can be revoked by their liege. In addition, each donation is required to be registered, so that sources of potentially harmful genetic information can be identified and prevented from further contaminating the Viridis. Common gestalts have fewer restrictions when it comes to mindtype - though Dionae incapable of performing their duties such as Voided Vocals or Nocturne Notes are usually identified and forcibly split. The Lords Verdant tend to monitor their population closely for signs of the Scarlet Score, and the Lady-Governor’s standing policy is that any nymphs demonstrating symptoms are to be exterminated before their contagion can spread. So far, this procedure has not yet been necessary, though the potential of a large-scale Scarlet Score outbreak is reportedly one of Lady Aeikuzo&#039;s greatest concerns for the long-term viability of the project.&lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
&lt;br /&gt;
The use of Nymphs as makeshift prosthetics is a rare practice, but one which is more common on Moghes than most other locales in the Spur. The first reports of [[Dionae]] symbiosis came from the Clan Dorviza of [[the Wasteland]], and were first dismissed as outlandish tales - only to be confirmed. Though the general Unathi skepticism of cybernetics meant many were wary as to this new development, it was broadly agreed at the Hegemon’s great religious conclave that symbiosis was not damaging to the soul. The practice is still rare, and mostly contained to [[the Wasteland]] - though the House of Medicine has on occasion sold specially-grown Nymphs as prosthetics. Due to the rarity of [[Dionae]] and the difficulty of preparing a symbiote, this procedure is rare and extortionately expensive. In [[the Wasteland]] it is more common, though still an oddity, and largely practised by the Dorviza - though the continued growth of [[Dionae]] in the region has led to symbiosis occurring among several of the prominent Wasteland groups. Largely, symbiosis occurs in the form of replacement limbs - though experiments have been carried out on deeper or more extensive forms of the process, with the Skalamar University of Medicine carrying out several trials on the usage of purpose-grown nymphs as replacement organs. The renowned scholar Tarskin Tarwa led the first round of these trials, and reportedly had great success - until the truth of his experiments in Sinta-Diona compatibility came to light. Though the specifics of his process were sealed by order of the University’s administration, he was charged with gross violations of University ethical standards and expelled, fleeing Moghes to avoid criminal prosecution. Skalamar urban legends claim that Tarwa was mad, seeking immortality through unnatural and bloody experiments - and that he continues his dark research on the edge of space, even now. Though Tarwa’s research never saw the light of day, the Hegemony remains at the forefront of research into [[Dionae]] symbiosis, with some experiments continuing at the Skalamar University of Medicine - though carefully, and with controlled supervision from Hegemony officials.&lt;br /&gt;
&lt;br /&gt;
== Cultivation &amp;amp; Trading ==&lt;br /&gt;
&lt;br /&gt;
Captured by Unathi upon the discovery of their “healing” capabilities to [[Moghes]] following its’ nuclear cataclysm, [[Dionae]] have become a valuable commodity across [[the Wasteland]] – leading to their cultivation and subsequent trafficking. Depending on the Clan, [[Dionae]] may either be seen as gifts of incredible value – or even those comparable to other Unathi and therefore find themselves accepted as a member of the Clan as individuals in their own right – this does not negate that [[Dionae]] from [[Moghes]] may have had a significantly different “upbringing” as opposed to its other barky kindred. &lt;br /&gt;
&lt;br /&gt;
[[File:685b5cb7792d62e0cd6708a332bd5e5e.png|thumb|A Dionae being used in the Wastelands by the Reclaimers. ]]&lt;br /&gt;
=== Cultivation ===&lt;br /&gt;
&lt;br /&gt;
Similarly to Dionae in the [[Nralakk Federation]], there exist individuals who focus on the tendering of nymph pods referred to as &#039;&#039;&#039;Bz’tnzai&#039;&#039;&#039;, when translated literally into [[Languages|Tau Ceti Basic]] meaning “Growers”, using &#039;&#039;&#039;Bz’ntzai Realms&#039;&#039;&#039; which exist merely as places of high radiation where maturation of pods occurs much quicker. Through this practice, the lifespan and health of Bz’ntzai are plagued by the byproducts of radiation exposure slowly resulting in a decrease of Unathite Bz’tnzai but instead being replaced by Dionae who have either been trained or taught through consumption of the deceased Bz’tnzai on the methods of cultivation. This has resulted in an increase of the [[Dionae Mindtypes|Mourning Mass]] being found across Dionae Bz&#039;tnzai. &lt;br /&gt;
&lt;br /&gt;
In particular, &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; has become renowned through the [[The Wasteland|Wastelands]] for their rearing of Dionae, and in particular, the methods they employ as to ensure a Gestalt is able to find itself managing the Wastelands, and its integration into the greater Hegemony; through specialising in the biomatter available to each cultivated Bz’ntzai Realms allowing “particular expertise” to be taught to Dionae subsequently also raising the value of the “commodity” where the Clan elects to instead gift or sell the Dionae as opposed to integrating them as a member of Dorviza. Oftentimes Clan Dorviza will utilize the Dionae as limbs – grafting them onto stumps where limbs existed previously, giving a new lease on life to those who previously found themselves confined to conventional means of living with their disabilities. &lt;br /&gt;
&lt;br /&gt;
Though there exists purposeful cultivation of Dionae, there also exists natural cultivation, often by Dionae wandering the Wastelands electing to disgorge seeds in areas of particularly high radiation – recognising within themselves the possibility to clean the area as a way to offer assistance to the Unathi, but more so provide a stable and nutritious spawning area for the next generation of nymphs that its’ seeds will yield. These unkept cultivation areas often find themselves preyed upon by [[Moghes#Siro_(Shrieker)|Siro]] circling overhead, or even Unathi that see an opportunity to capture and trade away the nymphs to ensure their survival as the Wasteland continues to grow and make life scarce.&lt;br /&gt;
&lt;br /&gt;
The vast majority of Dionae cultivation in the Hegemony takes place under the aegis of Zhelmi Aeikuzo, as part of Project Viridis&#039;s bioterraforming goals. Though noble gestalts are grown for purpose in the gardens of Lazhi, common gestalts are often grown across the Viridis by skilled Unathi and Dionae alike, to further the agenda of the Great Work.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
Though there exist countless Gestalts that exist free of having been traded, there exist those that have had an upbringing subject to specific cultivation so that they may be traded away in exchange for particular commodities. This primarily occurs within the Wastes, with &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; being the primary culprit for the advent of Dionae trading, there have been sightings of the trading extending into the eastern cities, in particular, &#039;&#039;&#039;Baandr&#039;&#039;&#039;, &#039;&#039;&#039;Res’karum&#039;&#039;&#039; and &#039;&#039;&#039;Mudki&#039;&#039;&#039;. However, the value is primarily dependent on what skills the Dionae has, with the continuously fluctuating value sometimes resulting in a Gestalt costing several [[Moghes#Azkrazal_(Threshbeast)|Azkrazal]] and sometimes even just a few bottles of [[Moghes#Xuizi_Cactus|Xuizi Juice]]. &lt;br /&gt;
&lt;br /&gt;
The trafficking conduct of those within the Dionae trade varies it primarily strays away from abusive treatment, mostly due to it resulting in less value gained when trading the Gestalt – where one has had their personality altered or injured to a degree that they no longer have usefulness to the one gaining the Gestalt. It primarily resembles as to how [[Unathi]] treat their domestic fauna such as the [[Moghes#Tul_(Tusk)|Tul]]. &lt;br /&gt;
&lt;br /&gt;
Dionae grown within the Viridis are considered free citizens of the Hegemony, and may not be traded or trafficked. Some among the Lords Verdant have pushed for a total end to the practice, while others are indifferent to it. Many among the Lords Verdant have purchased gestalts from outside the borders of their realms, to help expand their workforce - while others fully forbid the trafficking of fellow Dionae within their realms and punish such traders harshly should they roam into the Viridis.&lt;br /&gt;
&lt;br /&gt;
==== Trading “Guilds” or “Clans” ====&lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039;]] is largely regarded as the leader of trading Dionae, utilizing those cultivated by its Bz’tnzai to those passing through the Oases – offering them as gifts to other Clans to ensure good relations and promote community among the population centres across the oases, but sometimes even exchanging them to get commodities that would otherwise not make their way to the Wasteland Clan’s little corner of the world, or in particular scarcity, such as &#039;&#039;&#039;S’erki Flowers&#039;&#039;&#039; or &#039;&#039;&#039;S’th Berries&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Reclaimers&#039;&#039;&#039;]] have been known to utilize the Dionae they have traded for to make more radioactive pre-war ruins safer to plunder, using the species&#039; biological advantages of mimicry and soaking up of the dangerous elements to be able to claim riches that they assert as theirs. Outside of their use for scavenging, they have been also used to get into the nitty-gritty of the machinery utilized by the Reclaimers, oftentimes becoming engineers and members of the group as opposed to mere property, shifting into compartments that would otherwise cause a substantial loss of time for the Reclaimers had they had to search and eventually fix the problem. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Vihnmes&#039;&#039;&#039;]] regularly utilizes their gifted Dionae from Clan Dorviza for menial work, and sometimes as glorified composters for the byproducts of their taverns – as well as their inns. Though rather demeaning, this is typically better than the hard labour that many Dionae found themselves put to work, cultivating or even maintaining what little agricultural sectors exist on Moghes – or moving large quantities of goods as glorified merchant wagons &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Ozeuoi&#039;&#039;&#039;]] takes advantage of the species’ ability to mimic shapes, structures, and knack for being able to learn from genetic material, to ensure their defences remain well-maintained and that their allies’ modes of transport see repairs where needed. Though their isolation has stunted the number of Dionae within the Clan, there still exists a number that seems to be consistently growing, with the Reclaimers making use of their existing relationship to pawn off any “unnecessary” Dionae to Clan Ozeuoi. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Gawgaryn&#039;&#039;&#039;]] is also yet another group that finds themselves either stumbling on natural clusters or pillaging Dionae from their rightful Clans, to make use of them to assist in their raids and pillaging – in worse cases, as a way to taunt Unathi that they have kidnapped, claiming to throw them into cages of starved Gestalts with an insatiable hunger. Those that have been rescued, either through escaping or by being freed, sometimes reflect that there exist [[Dionae Mindtypes|Voided Vocals]] and even [[Dionae Mindtypes|Scarlet Scores]] within the confines of the Clan’s grips, offering a glimpse into the operations of Clan Gawgaryn that there exists truth of offering its unwilling or uncooperative hostages to starved Dionae.&lt;br /&gt;
[[File:Reclaimation.png|thumb|alt=Dionae Unathi.|The Dionae have since been used by various Unathi - even Reclaimers.]]&lt;br /&gt;
[[Zazalai_Mountains#Res’karum|&#039;&#039;&#039;Res’karum&#039;&#039;&#039;]] existing as a thorough-fare between the Zazalai Mountains has inevitably become a key player in Dionae trading, where within the city’s markets it isn’t uncommon to find Dionae being auctioned off to the highest bidder, with even peasants attempting to negotiate personal items with a willing merchant for a Nymph, sometimes entire livelihoods when concerning a Gestalt. Acclaimed as being “creatures of good fortune” due to their work in the Wastelands, and ability to be rather useful in almost any situation, some have found themselves becoming serfs to the peasants that acquire them – cleaning the home or even maintaining their grounds. It isn’t unheard of either for those chartered by the Guilds to make their way to Res’karum to purchase Dionae, where the Guilds induct them into their specialities – in particular, the [[Unathi Guilds|Miner’s Guild]] due to the lesser necessities, really only needing ultra-violet lights reasonably provided by [[Hephaestus Industries]], in order to perform mining work.&lt;br /&gt;
&lt;br /&gt;
== Dionae in the Unathi Sphere of Influence == &lt;br /&gt;
===Dionae in the Izweski Hegemony===&lt;br /&gt;
====The Guilds==== &lt;br /&gt;
The major guilds of the Hegemony were quick to take advantage of the nascent Diona trade, with many among them realizing the immense utility that gestalts offered as workers. These gestalts were almost never granted full membership in the Guilds, though their general rarity meant that they were highly prized regardless. The Miners’ Guild purchased many gestalts for their advantages in the void of space, while some chapters of the House of Medicine found that Aphrodite proved a cheap and effective painkiller. These chartered gestalts were still paid, though nowhere close to a full guildsman’s wage. The only guild on Moghes to welcome Dionae as full members was Hephaestus Industries, which already employed many gestalts elsewhere. When Hephaestus acquired most of the major guilds in 2465, the chartered gestalts were presented with the opportunity. Many were able to leave their Guilds in search of direct employment with Hephaestus, and those that remained found themselves reluctantly offered similar terms. Though Dionae guildsmen are rare, they are known to exist throughout Hephaestus’s subsidiary guilds, and the growing presence of Dionae in the Hegemony is slowly making them a more common sight.&lt;br /&gt;
&lt;br /&gt;
====The Izweski Military==== &lt;br /&gt;
The armed forces of the Hegemony do not have an official policy on the use of Dionae - they have been rare enough within the Hegemony, and their general pacifism means that there is little interest in expanding their military role. The most common military use of Dionae is at the various Wasteland outposts, where gestalts are sometimes chartered by patrols as guides or assistants. While these gestalts are not formally part of any armed force, many units in [[the Wasteland]] have grown attached to specific gestalts, and it has reportedly become a common superstition at Camp Integrity that taking a Nymph with you will bring good fortune while wandering the desert. Due to security risks, symbiosis is not permitted for the warriors of the Izweski Navy. For ground forces, regulations vary from lord to lord and regiment to regiment, with nymph prosthetics being used on occasion by Izweski forces at Camp Integrity and other Wasteland outposts. The Kataphracts have no official policy forbidding symbiosis, and neither do the mercenaries of Dagamuir Freewater Private Forces.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Ouerean Confederation=== &lt;br /&gt;
[[Dionae]] are rare on Ouerea, though it was the first point of contact between them and the Unathi. The first gestalts introduced to Ouerea largely originated from the [[Nralakk Federation]], though they were a small population in comparison to the [[Skrell]] immigrants. While many of these gestalts departed when the Federation withdrew, some remained behind in Ouerean [[Skrell]] communities. The [[Dionae]] of Ouerea are a small minority, usually lumped in with the [[Skrell]] population, and have little in the way of political influence in their own right. Few gestalts were recorded as taking part in the Ouerean Revolution directly, though several of the Unathi and [[Skrell]] veterans of the conflict used symbiosis to treat their serious injuries. The Ouerean [[Dionae]] population was, for many years, the only readily available sample of the species for Unathi xenobiologists to study. This led to a strong academic interest from Moghresian and Ouerean scholars, and some among the more scholarship-inclined gestalts quickly made names for themselves in Unathi academia. At the New Skalamar Pioneers’ Seminary, the xenobiology department is presided over by Contemplating Patterns Within Flesh, a Cyclops gestalt which made several impressive contributions to the study of Ouerean native fauna during the early colonization period.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Wasteland=== &lt;br /&gt;
The Wasteland is home to the largest [[Dionae]] population in the Hegemony, though they are scattered far and wide. The lingering radiation of the Contact War has rendered [[the Wasteland]] an ideal habitat for the growth of Nymphs, and many of [[the Wasteland]] factions make use of [[Dionae]] in their own manner. The Clan Dorviza has perhaps the most widespread use of [[Dionae]], making use of gestalts to cleanse lingering radiation around their settlements - a practice which has spread to other oasis clans since the arrival of [[Dionae]]. The Dorviza hold [[Dionae]] in particularly high esteem, considering them a blessing of one of their gods, the Saint of Ceaseless Growth. Some smaller and more isolated communities have also found [[Dionae]] to be of use in their survival. In the vast deserts of the Eastern Wasteland, the strange Th’akh monks known as the Order of the Deathless venerates a Voided Vocals gestalt, believing its ramblings to be the sacred wisdom of the dead. The Reclaimer Clans often make use of [[Dionae]] for the maintenance of their crawlers, taking advantage of their ability to squeeze into the tightest corners of the vast machines. Some groups of Gawgaryn are rumored to use Scarlet Score gestalts as living weapons, unleashing them to devour their foes.&lt;br /&gt;
&lt;br /&gt;
===The Queendom=== &lt;br /&gt;
[[The Queendom of Sezk-Hakh]] has made use of Wasteland [[Dionae]], immediately seizing the advantage that their abilities could provide in the realm’s survival. In Yu’kal, Queen Lazak has converted large sections of the Royal Conservatory into a centre of [[Dionae]] cultivation, and has already made use of some of these gestalts in cleansing the city’s farmland - perhaps saving her realm from famine during the economic turmoil of recent years. The people of the Queendom tend to view [[Dionae]] positively, due to this contribution to their land’s wellbeing. The Queendom has become a large component of the Diona trade, with Queen Lazak buying as many gestalts as she can to continue cleansing her lands. The city of Arch’ozal is where most of these gestalts are sent, cleansing the last of the radioactive debris that has been a consistent thorn in the rebuilding of the city.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Dionae_Lore&amp;diff=35113</id>
		<title>Template:Navbox Dionae Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Dionae_Lore&amp;diff=35113"/>
		<updated>2025-01-04T06:39:38Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#907E4A&amp;quot; | [[:Category:Dionaea|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Dionae Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Species&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Dionae]]  ·  [[Dionae Forms]]  ·  [[Dionae Mindtypes]]   ·  [[Dionae Biology]]  ·  [[Dionae Out-Of-Character]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Locations, Planets &amp;amp; Systems&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xrim]]  ·  [[Hieroaetheria]]  ·  [[Rueltab]]  ·  [[Mictlan#Dionae_on_Mictlan|Primitive Sirens of Mictlan]]  ·  [[Eternal Gardens]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Conglomerates &amp;amp; Factions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Dionae in the Federation]]  ·  [[Moghresian Dionae| Dionae in the Hegemony]] ·  [[Vaurcae &amp;amp; Dionae]] ·  [[The Narrows]] ·  [[The Underhive Collective]] ·  [[Pactolus Exploration League]] ·  [[The Voidtamer Confluence]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Culture, History &amp;amp; Society&lt;br /&gt;
| align=&amp;quot;left | [[Dionae Culture]] ·  [[Notable Dionae]]  ·  [[Dionae Space Capabilities]]  ·  [[Dionae History]]  ·  [[The Eternal]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Lore Arcs&lt;br /&gt;
| align=&amp;quot;left | [[Omnivirate&#039;s Providence]]  ·  [[Magna Expansio Unionis]] · [[They Who Hath Become Lord Arc|They Who Hath Become Lord]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_Biology&amp;diff=35112</id>
		<title>Dionae Biology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_Biology&amp;diff=35112"/>
		<updated>2025-01-04T04:40:43Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Geras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
Dionae are one of the more alien races that one can find in the Orion Spur, besides the Vaurcae. Suspected of originating outside known space, they have been studied for centuries ever since contact with the Skrell, and their subsequent induction into the other societies present within the Spur. The long-lived species have several aspects of its biology that are still to be understood, such as their ability to mimic other species and ingest genetic material to gain a deep understanding of certain memories, experiences and even skills. &lt;br /&gt;
&lt;br /&gt;
= Lifespan =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Age bracket for Coeus officially being classified as a Geras&lt;br /&gt;
|-&lt;br /&gt;
! - !! Default Bark (temperate/spacestation grown) !! Lighter Bark (warm planets)  !! Darker bark (cold planets/space)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Natural&#039;&#039;&#039; || 50-90 years old|| 80-120 years old || 30-70 years old&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;With treatments&#039;&#039;&#039; || 120-140 years old || 150-180 years old || 80-100 years old&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accelerated Growth&#039;&#039;&#039; || 15-50 years old || 50-70 years old || 10-30 years old &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dionae do not have a determinable lifespan. Some may live for minutes, while others can live for millennia in the care of younger gestalts, but this is rare, and largely unheard of throughout the greater Spur except across [[Hieroaetheria]]. Academics and researchers, primarily comprised of Skrell, with a growing minority of Dionae, have categorised the lifespan of the species into six critical stages, where provided one manages to survive the prior, they move on to the next. They do not necessarily follow a linear timeline but instead occur based on contextual circumstances, such as the formation of a Gestalt.  &lt;br /&gt;
&lt;br /&gt;
===Gesnatio===&lt;br /&gt;
&lt;br /&gt;
Gesnatio is considered the most fundamental stage of every Dionae. Each and every single one will be exposed to this extremely vulnerable period, commencing shortly after being disgorged from their incubating pod. Studies undertaken in this stage have concluded that until a Gestalt is formed, the Gesnatio period will continue indefinitely. One can also return to this stage, provided that they are thrust into circumstances that result in their isolation from the rest of their Gestalt. Generally, every Nymph is considered to be in the “Gesnatio” stage. They have limited learning capabilities, and only base instincts for the most part – seek safety, seek numbers, seek sustenance. Those finding themselves back in this stage generally have greater experiences which to derive choices from and fare better as opposed to their newly disgorged counterparts. &lt;br /&gt;
&lt;br /&gt;
===Coeus===&lt;br /&gt;
&lt;br /&gt;
Commencing upon the formation of a Gestalt, Though many are able to reach this stage, many are also blockaded by environmental circumstances from doing so. The Coeus life stage is generally only referred to in circumstances in relation to Cerberus, Cyclops and Argus forms, as the majority of the larger gestalts typically have existed for several centuries, and find themselves placed firmly within either the Geras, Vetus or Penuma stages. They largely do not have immobilising chitin, also doubling as a protective barrier, meaning the pain is considerable to those afflicted within the Gestalt, only really seeing mitigation following the commencement of the chitin growth. This has largely placed them at heightened pacifism unless cornered into circumstances that deem violence necessary; the increased pain pushing them to avoid it wherever and whenever possible.  Almost inherent to the Coeus is the instinct to gather around more advanced Gestalts, it is not uncommon for Coeus to be seen tending to them in a child-like fashion – even going so far to acquire employment to provide funds to better elevate their elders; this is at odds with the species general tendencies to explore and understand the greater universe, with many choosing the latter sometimes referred to as “breaking from tradition”, in some circles, this can lead to ostracisation. &lt;br /&gt;
&lt;br /&gt;
===Medio=== &lt;br /&gt;
&lt;br /&gt;
Medio, one of the more common sights across the greater Spur, are those transitioning between Coeus and Geras. They have begun to grow chitin across their formation; limiting mobility but also decreasing the pain felt during the early stages of Coeus. Typically, this life stage is understood to begin following the first growth of chitin on the Gestalt, but it is unclear how it transitions to Geras; some believe it to merely be an ideological transition, where a Gestalt understands their place in the hierarchy, with others suggesting that one becomes a Geras where they have acquired enough experiences to be considered mentors to the younger generations of Dionae. Many consider Medio to be the most likely stage in which Dionae see their mobility declining, and they must begin preparations to be cared for by those considered Coeus. &lt;br /&gt;
&lt;br /&gt;
===Geras===&lt;br /&gt;
&lt;br /&gt;
Geras, or Elders, are older Dionae that have overcome many adversities to be able to boast their unity for centuries; they are also covered in a decent amount of growths across their Gestalt. As a result of this, they are less mobile, but protected from most forms of damage; they are therefore less pacifistic than their younger counterparts. Due to their more experienced nature, Geras will frequently serve in positions of authority within Dionae hierarchies, as well as have sufficient resources to do so in non-Dionae hierarchies found across the Orion Spur, particularly in the [[Nralakk Federation]]. Colloquially referred to as Shepherds by those studying the species, Geras have an almost biological instinct to guide the younger generations, and ultimately seek to serve those that have managed to survive the transition to Vetus or Penuma. Geras approaching Vetus are known to focus solely on ensuring their memories and experiences are passed on, spawning new Gestalts when possible, and finding an appropriate and safe location to essentially spend the rest of their life; most often they will return to a similar environment from which they were first grown from. Uncommonly, some have elected to drift across the stars, until they are absorbed by stars.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dionae may also become Geras as a result of accelerated growth. This comes as a result of intense radiation in the environment surrounding a Dionae. Though biologically a Dionae may become a Geras earlier, psychologically they&#039;d still keep much of their Coeus tendencies until sufficiently mature.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Vetus=== &lt;br /&gt;
&lt;br /&gt;
Rare is it to see a Vetus, they are amongst the eldest of the species, having managed to survive everything that has been thrown at them, and likely are under the constant guide and supervision of younger generations of Dionae; this can particularly be seen in Hieroaetheria, where the First are still cared for by the Government, in part due to negotiations during the Consortium Civil War in the 1700s CE. For the most part, they are likely to be the highest in the Dionae hierarchy, offering advice and orders to be fulfilled due to their immobility – as a result of the growths across their Gestalt. It is not uncommon for those approaching Vetus to merge with one another, and elect to spend the remainder of their existence together, understanding their inability to merely move as the younger Gestalts, but noting additional voices will at least offer a greater advisory ability. Vetus only begin to transition into Penuma where they begin to enter periods of hibernation, meaning a lack of communication for extended periods of time, at least that is what is perceived by those studying such phenomenon. &lt;br /&gt;
&lt;br /&gt;
===Penuma===&lt;br /&gt;
&lt;br /&gt;
Penuma represents the final and rarest stage of Dionae life, often embodying an immense and ancient form of the species. In this phase, the Dionae have reached a state of extreme immobility, encased in thick bark and overgrown tendrils, resembling a form of alien plant life. The outer layers of this stage make them almost indistinguishable from the natural environment, but beneath the surface, they remain fully sentient and aware of the outside world. &lt;br /&gt;
&lt;br /&gt;
The only known Penuma exists within the Eternal Temple on Biesel; with the Vetus Firsts of the Consortium of Hieroaetheria possibly becoming the second known Penuma provided they survive long enough. Those that reach this stage are believed to be millennia old; with the Eternal Temple citing the Penuma as remainders from the original one destroyed by the Solarian Alliance in Rueltab, with very few survivors being guarded and transported off-world when possible.  The dense bark and tendrils impede their ability to absorb sustenance, leading Penuma to develop alternate methods of gathering energy, such as linking with Nymphs on the exterior or forming a moss-like layer over their form. This process is inefficient and may lead to the accumulation of mundane growths that can be burned as nutrients during periods of starvation. &lt;br /&gt;
&lt;br /&gt;
Despite their daunting appearance, Penuma maintains an active consciousness and a profound wealth of knowledge. However, their interaction with the external world is minimal, primarily providing guidance and wisdom only when deemed necessary. Geras often communicate with them to learn from their extensive experiences, but Penuma may respond unpredictably due to their vast, contemplative nature. Instances of Penuma defending themselves against perceived threats have been reported. Their response can include the use of their biomass to entangle and digest intruders, leading some to view them as potentially dangerous. Nevertheless, Penuma&#039;s primary focus remains on deep philosophical and esoteric musings. Penuma is revered as the spirit and foundation of Dionae knowledge and culture, offering a link to the species&#039; distant past. Despite their reclusive nature and the challenges of studying them, their presence symbolizes the enduring legacy of the Dionae.&lt;br /&gt;
&lt;br /&gt;
=Appearance=&lt;br /&gt;
&lt;br /&gt;
Dionae vary in appearance, but they all have a common foundation; an intertwining, fungal-like body that generally comprises a Gestalt, no matter the size or age. It has been compared to a vine in some instances, closely locking into one another that it almost looks like a singular force – but upon closer inspection, one can see that there are actually different Nymphs comprising of a greater Gestalt. Depending on the age of a Gestalt, as well as the environment in which one is exposed, one can have different appearances. The environment in which one is exposed can further more have a deeper influence on one’s appearance, such as the ability to genetically assimilate its surroundings; leading to mimicry in some instances. Generally, those exposed to high-radiation environments develop a much darker appearance, similar to those exposed to radiation found in the Cosmos; however, the notable difference is that these forms of high radiation are typically found in terrestrial conditions. The most likelihood of one experiencing this environment are those found on Moghes – they are akin to a very dark lilac, or even deep green – contrasting against the bleak nuclear wastelands of Moghes. It isn’t uncommon for a Dionae exposed to high quantities of radioactive material to slowly darken over a period of time, as seen in those working closely with nuclear power.  In contrast to those within a high-radiation environment, those born and grown within low-radiation environments are much lighter than their other counterparts. Their appearance is largely regarded as “abnormal” – not only just to other Dionae but non-Dionae as well. They have a sickly appearance, often appearing almost chrysoprase or prase-like on examination. Typically, those grown in these environments do not survive long – those that do use the experience as a foundation for their name, and all the obstacles they have to overcome to get where they are. Similarly, those that exist in this environment after having been grown elsewhere begin to slowly lighten over a period of time, but only in rare circumstances will a survivor be able to tell the journey. &lt;br /&gt;
&lt;br /&gt;
==Baseline and Desirable Traits==&lt;br /&gt;
There are two archetypal baselines in modern Dionae that determine the environments in which they can reside and the traits they lack. The majority of Dionae are often a hybrid of these baselines or have evolved beyond the baseline after incorporating traits from genes they have analysed themselves or received from an ancestor. Baseline Dionae do exist in large populations in more isolated colonies of Dionae.&lt;br /&gt;
&lt;br /&gt;
===Terrestial Baseline===&lt;br /&gt;
The terrestrial baseline is the least evolved form of Dionae that can trace the majority of its ancestors to planet-residing Dionae, of which none further incorporated any alien traits into their genome. These Dionae often lack extreme temperature tolerances and are unable to live in a space environment, however are considerably more socially evolved, with better capabilities for environmental mimicry and forming their own social mannerisms. An example of a trait the terrestrial baseline lacks compared to the voidic baseline would be tolerance to the void. This trait can be harvested from a voidborne creature, allowing a terrestrial Dionae to create a barrier that allows for exposure to the void. This comes less naturally to terrestrial Dionae than the void tolerance seen in voidic baseline, with any developed gas bladders being significantly weaker than Dionae who have a voidic baseline, only allowing shorter distance travel.&lt;br /&gt;
&lt;br /&gt;
===Voidic Baseline===&lt;br /&gt;
The voidic baseline is the least evolved form of Dionae that can trace the majority of its ancestors to void-residing Dionae, of which none further incorporated any alien traits into their genome. These Dionae are capable of living in a void and are capable of utilising gas bladders to propel themselves, however struggle socially, relying more on simple, environmental mimicry that often lacks deeper understanding of what they are mimicking. Voidic Dionae could potentially learn more complex social behaviours by harvesting genetic material from social lifeforms.&lt;br /&gt;
&lt;br /&gt;
=Gestalt &amp;amp; Innerworkings=&lt;br /&gt;
&lt;br /&gt;
Gestalts have often been compared to fungal mycelium networks, in that upon merging with one another, the Dionae function as one – however, with the notable difference that many comprising the Gestalt often still maintain a sense of individuality, but largely suppress some tendencies for the greater good of unity. Though different mindtypes can occur, which resultingly has an impact on the development of a Gestalt’s personality, they are still considered a unified body – and therefore, act as one. This unification allows for them to not only merely share just sustenance and increase chances of survival, but also unite them in mind. Experiences, memories, and even skills learnt by Nymphs will be transferred – but most importantly, they are able to share their biological adaptions from genetic assimilation; an easier method than teaching one, but instead allowing them to develop it themselves. &lt;br /&gt;
&lt;br /&gt;
Once apart of the Gestalt, survival is considered a paramount base instinct; but not just for oneself, but for all those that comprise it. Obviously, in circumstances that demand sacrifice, a Gestalt is willing to do so, but ultimately they strive to continue their unity without losses. Though merging is a rather painless process, and so is splitting within a brief time of merging, after sustained periods splitting can cause enormous trauma and damage to those comprising of a Gestalt, who have come to rely on the unification. In some circumstances, splitting can even result in death due to the inability of those within to carry on, a profound realisation that “broken-heart syndrome” perhaps even exists in Dionae, incapable of maintaining existence without the others that they have become so closely attached to – both physically, and emotionally. &lt;br /&gt;
&lt;br /&gt;
= Genetic Absorption and Neural Translation =&lt;br /&gt;
=== Genetic Absorption ===&lt;br /&gt;
&lt;br /&gt;
Genetic absorption, also more disparagingly referred to as genetic assimilation, is a unique form of evolution seen in Dionae and occurs when a Dionae absorbs a sample of genetic material from a donor specimen, be it another species or another Dionae, where it can then be decoded, studied, and recreated. &lt;br /&gt;
&lt;br /&gt;
On consuming another form of life and soon after the initial grinding and mashing of a food bolus, the immediate rounds of digestion within the digestive vacuole always involve the secretion of certain solutions that aim to break down a cell’s walls, then selectively target the envelope of a nucleus such that the contained genetic material can be accessed. Another solution is then secreted to conglomerate and separate the nucleic acids - DNA, RNA - from other liquids in the digestion vacuole, allowing them to be absorbed on their own. The absorbed genetic material is then transported to an organ, known as the assimilation complex, at the centre of the genetic assimilatory system, where three things happen: the initial transcription of DNA and RNA by a polymerase to produce two replica strands; the memorisation of one of these replica strands by storing it in a genetic memory cell which resides within the assimilation complex; if desired, the mass reproduction of the second replica strand to allow for transportation around the nymph to other cells for absorption into the genome.&lt;br /&gt;
&lt;br /&gt;
This all translates to Dionae being able to consume the genetic material of another form of life and incorporate choice traits they have identified into their own genome, essentially making them mobile genetic labs capable of modifying themselves, using analysed traits from other lifeforms or Dionae to base their own adaptations off. It also translates to the accidental absorption of genes that have unanticipated or potentially harmful impacts on a Dionae, hidden behind a desirable trait that provoked the Dionae to absorb the gene. For example: the absorption of some genes may slowly alter the behaviour or appearance of a Dionae in addition to providing a desired trait such as greater heat tolerance; the unintentional absorption of a virus could result in rapid propagation throughout all of a Dionae’s cells, rapidly weakening, hijacking bodily processes and/or killing them.&lt;br /&gt;
&lt;br /&gt;
===Neural Mirroring===&lt;br /&gt;
&lt;br /&gt;
Another unique adaptation among Dionae is the capability of neural mirroring when consuming the central neural structure of an organism – this is mostly performed as a part of genetic absorption but can be done outside of it as well. Also carried out within the Dionae’s assimilatory complex, it involves the minute biomass mimicry on a cell level of a particular absorbed neural structure, a mycelium-like network of Dionae biomass overlaying and mirroring the absorbed neurons. If mirrored precisely enough, the resulting now-Dionae neural structure can be incorporated into the nymph responsible for assimilatory processes, translating either a hazy memory or a general blueprint for behaviour or skill, which it can then share with any other nymphs within a gestalt. &lt;br /&gt;
&lt;br /&gt;
Unlike genetic absorption, this process is significantly less precise and often fails to mirror larger or more complex neural structures: any memories translated are often core memories that have been reinforced multiple times with short but well-built-up neural structures; any behaviours or skills are only the most well-practised and well-cherished skills of the donor. &lt;br /&gt;
&lt;br /&gt;
Similarly to genetic absorption, there lies an inherent uncertainty and risk whenever a Dionae incorporates a mirrored neural structure into its own. With no control over which pathways are the strongest within genetic information, memories and behaviours learned are not known until a sample is consumed: learned behaviours may be undesirable, resulting in personality changes; skills learned may be wholly useless to a Dionae and serve only the lifeform of the donor. More catastrophically however, strongly reinforced neurological pathologies can be carried over to a Dionae: the mirroring of a pathway reinforced by seizure use can result in seizure-like symptoms in Dionae, where the nymphs have surges of overactivity and spasming, rendering them useless for communication or function for short periods of time; the mirroring of deteriorated or dead neural structures, such as those impacted by dementia or left without oxygen supply following a stroke, only serve to slow down a nymph’s own cognitive processes.&lt;br /&gt;
&lt;br /&gt;
= Genetic and Environmental Mimicry =&lt;br /&gt;
Mimicry is one of the Dionae’s most fascinating – or nefarious to some – abilities, studied by many across the Spur following the introduction of the species, with the skrell and Zeng-Hu Pharmaceuticals at the forefront of research into Dionae mimicry. Dionae are known to exhibit two types of mimicry: genetic mimicry and environmental mimicry, also known as simple mimicry.&lt;br /&gt;
&lt;br /&gt;
=== Environmental Mimicry ===&lt;br /&gt;
&lt;br /&gt;
Environmental mimicry, also known as simple mimicry, is a voluntary form of mimicry exhibited in Dionae. It can be a visual mimicry, which is achieved by a Dionae consciously shaping its biomass to achieve a certain look or function, or it can be an auditory mimicry where a Dionae is able to recognise and repeat sounds it has heard. For example, a gestalt that has lived around skrell for a significant duration may elect to redistribute biomass around its head structure to give the appearance of headtails, as well as having a catalogue of chirps and warbles it has memorised and can replicate, though perhaps out of context sometimes. Environmental mimicry is often inaccurate, with only the broad strokes of an appearance, behaviour or sound being captured: a gestalt may be able to reproduce a sound it has heard, but it lacks the biological structures to ensure the sound is perfect, it lacks the social context to know when reproduction of that sound is expected; a gestalt may be able to broadly mimic the appearance of another species, though will miss finer details or specific functions of the mimicked characteristic. Environmental mimicry is quick, however, and can often be used in a pinch, whether for survival or hunting.&lt;br /&gt;
&lt;br /&gt;
===Genetic Mimicry===&lt;br /&gt;
Genetic mimicry is a consequence, intended or unintended, of genetic absorption. Whether due to selection, inaccuracies when sampling genes from genetic material, or a gene having more than one effect on the phenotype than it was selected for, some genes absorbed will alter the appearance, sound or behaviour of a Dionae. For example, a gestalt that has absorbed a large number of genes from human genetic material will gradually and subconsciously begin to take on a more human physical structure, even incorporating some internal features, such as the creation of a neopharynx in a social nymph to more exactly create human sound. Genetic mimicry is a much slower process that is often involuntary but is often more exact, less disconcerting and convincing to the mimicked species. Genetic mimicry requires a substantial amount of genetic material to have any impact and also requires the mimicked structures to have been consumed by the gestalt. A neopharynx for more perfect human sound replication cannot form without having consumed the pharynx structures of a human to provide the Dionae’s assimilation complex the physical context any absorbed genes will act upon.&lt;br /&gt;
&lt;br /&gt;
==Types of Mimicking==&lt;br /&gt;
&lt;br /&gt;
=== Parasitic Mutualism ===&lt;br /&gt;
Parasitic mutualism refers to a close relationship between a Dionae and an elected host of which it mimics, usually using environmental mimicry and safe, voluntary genetic mimicry. Seen in the Conglomerate Choir of Nralakk in which the Dionae took on the appearance and acoustic elements of the Skrell to better harmonize with the species and the values that they stood for, in addition to the Dionae present across the Izweski Hegemony that oftentimes replicate elements of Unathi. Though the name conveys a rather pessimistic connotation, it is largely seen as a benefit, where the Dionae do not need to undergo the process of extended assimilation as seen in other species that may be introduced to another alien society – speeding the process up quite significantly too, which many across the Spur see as a boon rather than the typical disadvantage of a parasite.&lt;br /&gt;
&lt;br /&gt;
=== Competitive Masquerading ===&lt;br /&gt;
Competitive masquerading is a more defensive approach to mimicry seen in Dionae, with the most significant example being the Pests of Titan Prime. In contrast to parasitic mutualism, it typically does not have any benefit to the host of the Dionae and can often be harmful if more malicious environmental mimicry is used or the Dionae prey on the host species to harvest material for genetic mimicry. The Pests of Titan Prime often had to replicate the behaviour of their captors in order for their continued survival, where the goal was never integration. Competitive masquerading is still undergoing substantial study for better understanding, with research being led by the Zo’rane as they offer reparations for the damage done to the Dionae that they had mistakenly carried with them for over half a millennia.&lt;br /&gt;
&lt;br /&gt;
= Evolution and Reproduction =&lt;br /&gt;
===Evolution===&lt;br /&gt;
Evolution works very differently in Dionae compared to other species; at the time scale that Dionae work with, making small, naturally selected adaptations that get passed onto offspring is infeasible for the species’ evolution, and a thing of Dionae past. Instead, Dionae evolved, in addition to their fascinating means of altering their own genome to a degree, a means of quickly sharing genes without the need to reproduce, as well as quickly encoding learned behaviours into a gene.&lt;br /&gt;
&lt;br /&gt;
When merged together, interconnected nymphs are capable of bridging their neural and genetic assimilatory systems. In addition to allowing the formation of certain mindtypes and gestalt structures to share information and cognitive processes, connected nymphs can freely share genetic memory cells – the cells containing the blueprints of genes previously learned by a Dionae. This allows Dionae to share genes deemed beneficial with other Dionae. Dionae are also capable of encoding learned behaviours into a gene which has an effect on another Dionae’s neural system, essentially creating a small blueprint that lays the foundation for another Dionae to learn a beneficial skill or behave a certain way. Combined with the ability of neural translation, a Dionae can encode memories or behaviours learned from another creature’s neural structure to pass on. As above, the memory cells containing the blueprint for this gene can then be shared with another merged nymph, allowing a beneficial skill or behaviour to propagate to other Dionae.&lt;br /&gt;
&lt;br /&gt;
Due to the potential harm of bridging genetic assimilatory systems, as a merged Dionae could choose to send memory cells containing harmful genes or even viruses, some nymphs elect to avoid bridging assimilatory systems in most cases. This leads to the classification of Selfish and Selfless Nymphs, where Selfish Nymphs hoard beneficial genes for themself and refuse to bridge with other nymphs to share genes, whether due to risk of harm or personality and where Selfless Nymphs are open to bridging assimilatory networks for the purpose of propagating beneficial genes among the Dionae species. An unofficial third classification is the Self-Destructive Nymph, a term for a Dionae that shares harmful genes that negatively impact the evolution of another Dionae and its offspring.&lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Reproduction remains important for the Dionae species and remains a means in which to propagate genes to offspring who may then go on to further propagate a gene, whether through the above process by sharing genes with other Dionae or by going on to have their own offspring. For a Dionae to reproduce, they must first sacrifice one of their nymphs which will become the Seeding Nymph from which biomass will form a seed pod and other nymphs will grow. The choice to sacrifice a nymph alone is a large one, due to the memories and personality that will be lost with them, however, this nymph will contain all of the genes and ideally all of the genetic memory cells that will be passed on to the next nymphs that will grow within the seed pod.&lt;br /&gt;
&lt;br /&gt;
Seeding pods are very fragile and must be formed in a safe area that is habitable by the reproducing gestalt and that has enough ambient radiation. A lot of care goes into locating a suitable area for a seeding nymph to create a seed pod, then ensuring it remains safe, with the reproducing gestalt either remaining near or paying visits until the seed pod has matured, which can take anywhere between one and one-hundred years. Once matured, the seeding pod will disgorge one fledgling nymph with all of the inherited genetic material every one to ten years, up until the seed pod expires after disgorging the tenth to twelfth nymph.&lt;br /&gt;
&lt;br /&gt;
=Physiology=&lt;br /&gt;
===Radiotrophy===&lt;br /&gt;
It is a common misconception that Dionae are photosynthetic. Rather, they possess a radiotrophic factor that is beyond the efficiency of what be achieved through conventional science and most understood biology. Radiotrophy, a trait commonly found in fungal xenofauna, usually requires wavelengths on the electromagnetic spectrum high enough to qualify as an alpha or greater particle waves: In order for cellular energy to be generated, radiation is needed. Compared to xenofauna with similar traits, Dionae possess radiotrophy so acute that it can generate cellular energy from wavelengths lower on the electromagnetic spectrum, up to visible light. This unique method of metabolizing energy, according to theory, put evolutionary pressures on Dionae to evolve the ability to search and detect wavelengths on the electromagnetic spectrum, which led to the ability to communicate via it, culminating in the unique linguistic dialect of rootsong, and giving Dionae the ability to communicate over long distances, albeit with delays depending on surrounding conditions. Dionae occasionally require sustenance to replace cell death, reproduce, grow larger, and create biomass for use. For gestalt collectives, this is done by forming an enlarged food vacuole made out of biomass around the item after the gestalt intakes it. As the item is broken down via enzymes, the resulting nutrients are transported to the closest nymphs and then distributed across the entire nymph-mycelium complex for further processing. Individual nymphs use a sharp, extendable proboscis to feed, and gestalt collectives may also choose to feed on small things in the same manner as well. Dionae are capable of digesting almost anything, however dietary preferences are skewed towards variety in the elemental or mineral composition of the item, and sheer caloric intake: a typical gestalt would find a depleted bar of tritium fuel more appetizing than a candy bar, as an example. &lt;br /&gt;
&lt;br /&gt;
=== Genetic harvest efficiency ===&lt;br /&gt;
When a Dionae harvests an individual, the knowledge or genetic information acquired is highly variable, depending on the parts ingested, the state they were in, and the quantity. Blood is considered the safest and least invasive method of harvest. However, it is the most inefficient, often requiring steady transfusions over a long period of time to internalize anything meaningful long-term. In practical settings, blood is used quickly to utilize technical information or skills over a short period of time, or recreationally, as the blood of those under the effects of narcotics or other drugs will transfer a proxy high to the gestalt.&lt;br /&gt;
&lt;br /&gt;
From here, learning efficiency based on tissue samples is as follows, in order from least efficiency to most: &lt;br /&gt;
*Blood samples&lt;br /&gt;
*Flesh and tissue samples&lt;br /&gt;
*Organ tissue samples&lt;br /&gt;
*Bone marrow&lt;br /&gt;
*Dead nerve tissue samples&lt;br /&gt;
*Spinal fluid&lt;br /&gt;
*Active nerve tissue&lt;br /&gt;
*Brain matter&lt;br /&gt;
&lt;br /&gt;
As more efficient samples are used, however, the mental and psychosomatic strain put on the gestalt increases. Depending on the freshness of the harvest, the Dionae in question will re-experience pain receptors of the sample firing off as it’s dissolving in a digestion vacuole. For sapient or intelligent species, this also can mean reliving the experience of dying, depending on the freshness of the harvest. Too many of these kinds of harvests will often reduce a gestalt to a voided vocals mindtype. Accounts from mourning mass Dionae describe a full body harvest as “dying a second time.” For these reasons, Dionae that have to process meat for sustenance must fully drain and cook their choice of meal until it is well done. Dry-aged meats and other forms of preservation tend to be popular as well.&lt;br /&gt;
&lt;br /&gt;
=== Biomass ===&lt;br /&gt;
Biomass is special tissue in gestalts that nymphs are capable of producing and manipulating. It is capable of converting back and forth between specialised tissue into undifferentiated cells, not unlike that of many types of terrestrial invertebrates. Ordinarily, biomass forms the soft tissue between nymph and mycelium connections, storing calories and softening impacts on behalf of the gestalt. However, biomass is also used to create a wide variety of organic constructs, from specialised organelles or appendages for the gestalt to building materials and even weapons. What a gestalt can create is limited by accrued genetic information from harvests, techniques developed through experience or scientific study, and the individual gestalt’s imagination. No two gestalts understand the same biomass techniques and different communities of gestalts often develop biomass abilities adapted to their environment or living circumstances. The largest constraining variables on these constructs are the metabolic and caloric costs. A gestalt cannot deplete their biomass reserves too quickly without means to replenish them, or else they will begin to deplete the reserve soft tissue that cushions and protects the entire gestalt complex. Dionae that expend biomass too quickly become weak, brittle, and lethargic.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_Biology&amp;diff=35111</id>
		<title>Dionae Biology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_Biology&amp;diff=35111"/>
		<updated>2025-01-04T04:39:14Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Lifespan */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
Dionae are one of the more alien races that one can find in the Orion Spur, besides the Vaurcae. Suspected of originating outside known space, they have been studied for centuries ever since contact with the Skrell, and their subsequent induction into the other societies present within the Spur. The long-lived species have several aspects of its biology that are still to be understood, such as their ability to mimic other species and ingest genetic material to gain a deep understanding of certain memories, experiences and even skills. &lt;br /&gt;
&lt;br /&gt;
= Lifespan =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Age bracket for Coeus officially being classified as a Geras&lt;br /&gt;
|-&lt;br /&gt;
! - !! Default Bark (temperate/spacestation grown) !! Lighter Bark (warm planets)  !! Darker bark (cold planets/space)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Natural&#039;&#039;&#039; || 50-90 years old|| 80-120 years old || 30-70 years old&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;With treatments&#039;&#039;&#039; || 120-140 years old || 150-180 years old || 80-100 years old&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Accelerated Growth&#039;&#039;&#039; || 15-50 years old || 50-70 years old || 10-30 years old &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dionae do not have a determinable lifespan. Some may live for minutes, while others can live for millennia in the care of younger gestalts, but this is rare, and largely unheard of throughout the greater Spur except across [[Hieroaetheria]]. Academics and researchers, primarily comprised of Skrell, with a growing minority of Dionae, have categorised the lifespan of the species into six critical stages, where provided one manages to survive the prior, they move on to the next. They do not necessarily follow a linear timeline but instead occur based on contextual circumstances, such as the formation of a Gestalt.  &lt;br /&gt;
&lt;br /&gt;
===Gesnatio===&lt;br /&gt;
&lt;br /&gt;
Gesnatio is considered the most fundamental stage of every Dionae. Each and every single one will be exposed to this extremely vulnerable period, commencing shortly after being disgorged from their incubating pod. Studies undertaken in this stage have concluded that until a Gestalt is formed, the Gesnatio period will continue indefinitely. One can also return to this stage, provided that they are thrust into circumstances that result in their isolation from the rest of their Gestalt. Generally, every Nymph is considered to be in the “Gesnatio” stage. They have limited learning capabilities, and only base instincts for the most part – seek safety, seek numbers, seek sustenance. Those finding themselves back in this stage generally have greater experiences which to derive choices from and fare better as opposed to their newly disgorged counterparts. &lt;br /&gt;
&lt;br /&gt;
===Coeus===&lt;br /&gt;
&lt;br /&gt;
Commencing upon the formation of a Gestalt, Though many are able to reach this stage, many are also blockaded by environmental circumstances from doing so. The Coeus life stage is generally only referred to in circumstances in relation to Cerberus, Cyclops and Argus forms, as the majority of the larger gestalts typically have existed for several centuries, and find themselves placed firmly within either the Geras, Vetus or Penuma stages. They largely do not have immobilising chitin, also doubling as a protective barrier, meaning the pain is considerable to those afflicted within the Gestalt, only really seeing mitigation following the commencement of the chitin growth. This has largely placed them at heightened pacifism unless cornered into circumstances that deem violence necessary; the increased pain pushing them to avoid it wherever and whenever possible.  Almost inherent to the Coeus is the instinct to gather around more advanced Gestalts, it is not uncommon for Coeus to be seen tending to them in a child-like fashion – even going so far to acquire employment to provide funds to better elevate their elders; this is at odds with the species general tendencies to explore and understand the greater universe, with many choosing the latter sometimes referred to as “breaking from tradition”, in some circles, this can lead to ostracisation. &lt;br /&gt;
&lt;br /&gt;
===Medio=== &lt;br /&gt;
&lt;br /&gt;
Medio, one of the more common sights across the greater Spur, are those transitioning between Coeus and Geras. They have begun to grow chitin across their formation; limiting mobility but also decreasing the pain felt during the early stages of Coeus. Typically, this life stage is understood to begin following the first growth of chitin on the Gestalt, but it is unclear how it transitions to Geras; some believe it to merely be an ideological transition, where a Gestalt understands their place in the hierarchy, with others suggesting that one becomes a Geras where they have acquired enough experiences to be considered mentors to the younger generations of Dionae. Many consider Medio to be the most likely stage in which Dionae see their mobility declining, and they must begin preparations to be cared for by those considered Coeus. &lt;br /&gt;
&lt;br /&gt;
===Geras===&lt;br /&gt;
&lt;br /&gt;
Geras, or Elders, are older Dionae that have overcome many adversities to be able to boast their unity for centuries; they are also covered in a decent amount of growths across their Gestalt. As a result of this, they are less mobile, but protected from most forms of damage; they are therefore less pacifistic than their younger counterparts. Due to their more experienced nature, Geras will frequently serve in positions of authority within Dionae hierarchies, as well as have sufficient resources to do so in non-Dionae hierarchies found across the Orion Spur, particularly in the Nralakk Federation. Colloquially referred to as Shepherds by those studying the species, Geras have an almost biological instinct to guide the younger generations, and ultimately seek to serve those that have managed to survive the transition to Vetus or Penuma. Geras approaching Vetus are known to focus solely on ensuring their memories and experiences are passed on, spawning new Gestalts when possible, and finding an appropriate and safe location to essentially spend the rest of their life; most often they will return to a similar environment from which they were first grown from. Uncommonly, some have elected to drift across the stars, until they are absorbed by stars. &lt;br /&gt;
&lt;br /&gt;
===Vetus=== &lt;br /&gt;
&lt;br /&gt;
Rare is it to see a Vetus, they are amongst the eldest of the species, having managed to survive everything that has been thrown at them, and likely are under the constant guide and supervision of younger generations of Dionae; this can particularly be seen in Hieroaetheria, where the First are still cared for by the Government, in part due to negotiations during the Consortium Civil War in the 1700s CE. For the most part, they are likely to be the highest in the Dionae hierarchy, offering advice and orders to be fulfilled due to their immobility – as a result of the growths across their Gestalt. It is not uncommon for those approaching Vetus to merge with one another, and elect to spend the remainder of their existence together, understanding their inability to merely move as the younger Gestalts, but noting additional voices will at least offer a greater advisory ability. Vetus only begin to transition into Penuma where they begin to enter periods of hibernation, meaning a lack of communication for extended periods of time, at least that is what is perceived by those studying such phenomenon. &lt;br /&gt;
&lt;br /&gt;
===Penuma===&lt;br /&gt;
&lt;br /&gt;
Penuma represents the final and rarest stage of Dionae life, often embodying an immense and ancient form of the species. In this phase, the Dionae have reached a state of extreme immobility, encased in thick bark and overgrown tendrils, resembling a form of alien plant life. The outer layers of this stage make them almost indistinguishable from the natural environment, but beneath the surface, they remain fully sentient and aware of the outside world. &lt;br /&gt;
&lt;br /&gt;
The only known Penuma exists within the Eternal Temple on Biesel; with the Vetus Firsts of the Consortium of Hieroaetheria possibly becoming the second known Penuma provided they survive long enough. Those that reach this stage are believed to be millennia old; with the Eternal Temple citing the Penuma as remainders from the original one destroyed by the Solarian Alliance in Rueltab, with very few survivors being guarded and transported off-world when possible.  The dense bark and tendrils impede their ability to absorb sustenance, leading Penuma to develop alternate methods of gathering energy, such as linking with Nymphs on the exterior or forming a moss-like layer over their form. This process is inefficient and may lead to the accumulation of mundane growths that can be burned as nutrients during periods of starvation. &lt;br /&gt;
&lt;br /&gt;
Despite their daunting appearance, Penuma maintains an active consciousness and a profound wealth of knowledge. However, their interaction with the external world is minimal, primarily providing guidance and wisdom only when deemed necessary. Geras often communicate with them to learn from their extensive experiences, but Penuma may respond unpredictably due to their vast, contemplative nature. Instances of Penuma defending themselves against perceived threats have been reported. Their response can include the use of their biomass to entangle and digest intruders, leading some to view them as potentially dangerous. Nevertheless, Penuma&#039;s primary focus remains on deep philosophical and esoteric musings. Penuma is revered as the spirit and foundation of Dionae knowledge and culture, offering a link to the species&#039; distant past. Despite their reclusive nature and the challenges of studying them, their presence symbolizes the enduring legacy of the Dionae.&lt;br /&gt;
&lt;br /&gt;
=Appearance=&lt;br /&gt;
&lt;br /&gt;
Dionae vary in appearance, but they all have a common foundation; an intertwining, fungal-like body that generally comprises a Gestalt, no matter the size or age. It has been compared to a vine in some instances, closely locking into one another that it almost looks like a singular force – but upon closer inspection, one can see that there are actually different Nymphs comprising of a greater Gestalt. Depending on the age of a Gestalt, as well as the environment in which one is exposed, one can have different appearances. The environment in which one is exposed can further more have a deeper influence on one’s appearance, such as the ability to genetically assimilate its surroundings; leading to mimicry in some instances. Generally, those exposed to high-radiation environments develop a much darker appearance, similar to those exposed to radiation found in the Cosmos; however, the notable difference is that these forms of high radiation are typically found in terrestrial conditions. The most likelihood of one experiencing this environment are those found on Moghes – they are akin to a very dark lilac, or even deep green – contrasting against the bleak nuclear wastelands of Moghes. It isn’t uncommon for a Dionae exposed to high quantities of radioactive material to slowly darken over a period of time, as seen in those working closely with nuclear power.  In contrast to those within a high-radiation environment, those born and grown within low-radiation environments are much lighter than their other counterparts. Their appearance is largely regarded as “abnormal” – not only just to other Dionae but non-Dionae as well. They have a sickly appearance, often appearing almost chrysoprase or prase-like on examination. Typically, those grown in these environments do not survive long – those that do use the experience as a foundation for their name, and all the obstacles they have to overcome to get where they are. Similarly, those that exist in this environment after having been grown elsewhere begin to slowly lighten over a period of time, but only in rare circumstances will a survivor be able to tell the journey. &lt;br /&gt;
&lt;br /&gt;
==Baseline and Desirable Traits==&lt;br /&gt;
There are two archetypal baselines in modern Dionae that determine the environments in which they can reside and the traits they lack. The majority of Dionae are often a hybrid of these baselines or have evolved beyond the baseline after incorporating traits from genes they have analysed themselves or received from an ancestor. Baseline Dionae do exist in large populations in more isolated colonies of Dionae.&lt;br /&gt;
&lt;br /&gt;
===Terrestial Baseline===&lt;br /&gt;
The terrestrial baseline is the least evolved form of Dionae that can trace the majority of its ancestors to planet-residing Dionae, of which none further incorporated any alien traits into their genome. These Dionae often lack extreme temperature tolerances and are unable to live in a space environment, however are considerably more socially evolved, with better capabilities for environmental mimicry and forming their own social mannerisms. An example of a trait the terrestrial baseline lacks compared to the voidic baseline would be tolerance to the void. This trait can be harvested from a voidborne creature, allowing a terrestrial Dionae to create a barrier that allows for exposure to the void. This comes less naturally to terrestrial Dionae than the void tolerance seen in voidic baseline, with any developed gas bladders being significantly weaker than Dionae who have a voidic baseline, only allowing shorter distance travel.&lt;br /&gt;
&lt;br /&gt;
===Voidic Baseline===&lt;br /&gt;
The voidic baseline is the least evolved form of Dionae that can trace the majority of its ancestors to void-residing Dionae, of which none further incorporated any alien traits into their genome. These Dionae are capable of living in a void and are capable of utilising gas bladders to propel themselves, however struggle socially, relying more on simple, environmental mimicry that often lacks deeper understanding of what they are mimicking. Voidic Dionae could potentially learn more complex social behaviours by harvesting genetic material from social lifeforms.&lt;br /&gt;
&lt;br /&gt;
=Gestalt &amp;amp; Innerworkings=&lt;br /&gt;
&lt;br /&gt;
Gestalts have often been compared to fungal mycelium networks, in that upon merging with one another, the Dionae function as one – however, with the notable difference that many comprising the Gestalt often still maintain a sense of individuality, but largely suppress some tendencies for the greater good of unity. Though different mindtypes can occur, which resultingly has an impact on the development of a Gestalt’s personality, they are still considered a unified body – and therefore, act as one. This unification allows for them to not only merely share just sustenance and increase chances of survival, but also unite them in mind. Experiences, memories, and even skills learnt by Nymphs will be transferred – but most importantly, they are able to share their biological adaptions from genetic assimilation; an easier method than teaching one, but instead allowing them to develop it themselves. &lt;br /&gt;
&lt;br /&gt;
Once apart of the Gestalt, survival is considered a paramount base instinct; but not just for oneself, but for all those that comprise it. Obviously, in circumstances that demand sacrifice, a Gestalt is willing to do so, but ultimately they strive to continue their unity without losses. Though merging is a rather painless process, and so is splitting within a brief time of merging, after sustained periods splitting can cause enormous trauma and damage to those comprising of a Gestalt, who have come to rely on the unification. In some circumstances, splitting can even result in death due to the inability of those within to carry on, a profound realisation that “broken-heart syndrome” perhaps even exists in Dionae, incapable of maintaining existence without the others that they have become so closely attached to – both physically, and emotionally. &lt;br /&gt;
&lt;br /&gt;
= Genetic Absorption and Neural Translation =&lt;br /&gt;
=== Genetic Absorption ===&lt;br /&gt;
&lt;br /&gt;
Genetic absorption, also more disparagingly referred to as genetic assimilation, is a unique form of evolution seen in Dionae and occurs when a Dionae absorbs a sample of genetic material from a donor specimen, be it another species or another Dionae, where it can then be decoded, studied, and recreated. &lt;br /&gt;
&lt;br /&gt;
On consuming another form of life and soon after the initial grinding and mashing of a food bolus, the immediate rounds of digestion within the digestive vacuole always involve the secretion of certain solutions that aim to break down a cell’s walls, then selectively target the envelope of a nucleus such that the contained genetic material can be accessed. Another solution is then secreted to conglomerate and separate the nucleic acids - DNA, RNA - from other liquids in the digestion vacuole, allowing them to be absorbed on their own. The absorbed genetic material is then transported to an organ, known as the assimilation complex, at the centre of the genetic assimilatory system, where three things happen: the initial transcription of DNA and RNA by a polymerase to produce two replica strands; the memorisation of one of these replica strands by storing it in a genetic memory cell which resides within the assimilation complex; if desired, the mass reproduction of the second replica strand to allow for transportation around the nymph to other cells for absorption into the genome.&lt;br /&gt;
&lt;br /&gt;
This all translates to Dionae being able to consume the genetic material of another form of life and incorporate choice traits they have identified into their own genome, essentially making them mobile genetic labs capable of modifying themselves, using analysed traits from other lifeforms or Dionae to base their own adaptations off. It also translates to the accidental absorption of genes that have unanticipated or potentially harmful impacts on a Dionae, hidden behind a desirable trait that provoked the Dionae to absorb the gene. For example: the absorption of some genes may slowly alter the behaviour or appearance of a Dionae in addition to providing a desired trait such as greater heat tolerance; the unintentional absorption of a virus could result in rapid propagation throughout all of a Dionae’s cells, rapidly weakening, hijacking bodily processes and/or killing them.&lt;br /&gt;
&lt;br /&gt;
===Neural Mirroring===&lt;br /&gt;
&lt;br /&gt;
Another unique adaptation among Dionae is the capability of neural mirroring when consuming the central neural structure of an organism – this is mostly performed as a part of genetic absorption but can be done outside of it as well. Also carried out within the Dionae’s assimilatory complex, it involves the minute biomass mimicry on a cell level of a particular absorbed neural structure, a mycelium-like network of Dionae biomass overlaying and mirroring the absorbed neurons. If mirrored precisely enough, the resulting now-Dionae neural structure can be incorporated into the nymph responsible for assimilatory processes, translating either a hazy memory or a general blueprint for behaviour or skill, which it can then share with any other nymphs within a gestalt. &lt;br /&gt;
&lt;br /&gt;
Unlike genetic absorption, this process is significantly less precise and often fails to mirror larger or more complex neural structures: any memories translated are often core memories that have been reinforced multiple times with short but well-built-up neural structures; any behaviours or skills are only the most well-practised and well-cherished skills of the donor. &lt;br /&gt;
&lt;br /&gt;
Similarly to genetic absorption, there lies an inherent uncertainty and risk whenever a Dionae incorporates a mirrored neural structure into its own. With no control over which pathways are the strongest within genetic information, memories and behaviours learned are not known until a sample is consumed: learned behaviours may be undesirable, resulting in personality changes; skills learned may be wholly useless to a Dionae and serve only the lifeform of the donor. More catastrophically however, strongly reinforced neurological pathologies can be carried over to a Dionae: the mirroring of a pathway reinforced by seizure use can result in seizure-like symptoms in Dionae, where the nymphs have surges of overactivity and spasming, rendering them useless for communication or function for short periods of time; the mirroring of deteriorated or dead neural structures, such as those impacted by dementia or left without oxygen supply following a stroke, only serve to slow down a nymph’s own cognitive processes.&lt;br /&gt;
&lt;br /&gt;
= Genetic and Environmental Mimicry =&lt;br /&gt;
Mimicry is one of the Dionae’s most fascinating – or nefarious to some – abilities, studied by many across the Spur following the introduction of the species, with the skrell and Zeng-Hu Pharmaceuticals at the forefront of research into Dionae mimicry. Dionae are known to exhibit two types of mimicry: genetic mimicry and environmental mimicry, also known as simple mimicry.&lt;br /&gt;
&lt;br /&gt;
=== Environmental Mimicry ===&lt;br /&gt;
&lt;br /&gt;
Environmental mimicry, also known as simple mimicry, is a voluntary form of mimicry exhibited in Dionae. It can be a visual mimicry, which is achieved by a Dionae consciously shaping its biomass to achieve a certain look or function, or it can be an auditory mimicry where a Dionae is able to recognise and repeat sounds it has heard. For example, a gestalt that has lived around skrell for a significant duration may elect to redistribute biomass around its head structure to give the appearance of headtails, as well as having a catalogue of chirps and warbles it has memorised and can replicate, though perhaps out of context sometimes. Environmental mimicry is often inaccurate, with only the broad strokes of an appearance, behaviour or sound being captured: a gestalt may be able to reproduce a sound it has heard, but it lacks the biological structures to ensure the sound is perfect, it lacks the social context to know when reproduction of that sound is expected; a gestalt may be able to broadly mimic the appearance of another species, though will miss finer details or specific functions of the mimicked characteristic. Environmental mimicry is quick, however, and can often be used in a pinch, whether for survival or hunting.&lt;br /&gt;
&lt;br /&gt;
===Genetic Mimicry===&lt;br /&gt;
Genetic mimicry is a consequence, intended or unintended, of genetic absorption. Whether due to selection, inaccuracies when sampling genes from genetic material, or a gene having more than one effect on the phenotype than it was selected for, some genes absorbed will alter the appearance, sound or behaviour of a Dionae. For example, a gestalt that has absorbed a large number of genes from human genetic material will gradually and subconsciously begin to take on a more human physical structure, even incorporating some internal features, such as the creation of a neopharynx in a social nymph to more exactly create human sound. Genetic mimicry is a much slower process that is often involuntary but is often more exact, less disconcerting and convincing to the mimicked species. Genetic mimicry requires a substantial amount of genetic material to have any impact and also requires the mimicked structures to have been consumed by the gestalt. A neopharynx for more perfect human sound replication cannot form without having consumed the pharynx structures of a human to provide the Dionae’s assimilation complex the physical context any absorbed genes will act upon.&lt;br /&gt;
&lt;br /&gt;
==Types of Mimicking==&lt;br /&gt;
&lt;br /&gt;
=== Parasitic Mutualism ===&lt;br /&gt;
Parasitic mutualism refers to a close relationship between a Dionae and an elected host of which it mimics, usually using environmental mimicry and safe, voluntary genetic mimicry. Seen in the Conglomerate Choir of Nralakk in which the Dionae took on the appearance and acoustic elements of the Skrell to better harmonize with the species and the values that they stood for, in addition to the Dionae present across the Izweski Hegemony that oftentimes replicate elements of Unathi. Though the name conveys a rather pessimistic connotation, it is largely seen as a benefit, where the Dionae do not need to undergo the process of extended assimilation as seen in other species that may be introduced to another alien society – speeding the process up quite significantly too, which many across the Spur see as a boon rather than the typical disadvantage of a parasite.&lt;br /&gt;
&lt;br /&gt;
=== Competitive Masquerading ===&lt;br /&gt;
Competitive masquerading is a more defensive approach to mimicry seen in Dionae, with the most significant example being the Pests of Titan Prime. In contrast to parasitic mutualism, it typically does not have any benefit to the host of the Dionae and can often be harmful if more malicious environmental mimicry is used or the Dionae prey on the host species to harvest material for genetic mimicry. The Pests of Titan Prime often had to replicate the behaviour of their captors in order for their continued survival, where the goal was never integration. Competitive masquerading is still undergoing substantial study for better understanding, with research being led by the Zo’rane as they offer reparations for the damage done to the Dionae that they had mistakenly carried with them for over half a millennia.&lt;br /&gt;
&lt;br /&gt;
= Evolution and Reproduction =&lt;br /&gt;
===Evolution===&lt;br /&gt;
Evolution works very differently in Dionae compared to other species; at the time scale that Dionae work with, making small, naturally selected adaptations that get passed onto offspring is infeasible for the species’ evolution, and a thing of Dionae past. Instead, Dionae evolved, in addition to their fascinating means of altering their own genome to a degree, a means of quickly sharing genes without the need to reproduce, as well as quickly encoding learned behaviours into a gene.&lt;br /&gt;
&lt;br /&gt;
When merged together, interconnected nymphs are capable of bridging their neural and genetic assimilatory systems. In addition to allowing the formation of certain mindtypes and gestalt structures to share information and cognitive processes, connected nymphs can freely share genetic memory cells – the cells containing the blueprints of genes previously learned by a Dionae. This allows Dionae to share genes deemed beneficial with other Dionae. Dionae are also capable of encoding learned behaviours into a gene which has an effect on another Dionae’s neural system, essentially creating a small blueprint that lays the foundation for another Dionae to learn a beneficial skill or behave a certain way. Combined with the ability of neural translation, a Dionae can encode memories or behaviours learned from another creature’s neural structure to pass on. As above, the memory cells containing the blueprint for this gene can then be shared with another merged nymph, allowing a beneficial skill or behaviour to propagate to other Dionae.&lt;br /&gt;
&lt;br /&gt;
Due to the potential harm of bridging genetic assimilatory systems, as a merged Dionae could choose to send memory cells containing harmful genes or even viruses, some nymphs elect to avoid bridging assimilatory systems in most cases. This leads to the classification of Selfish and Selfless Nymphs, where Selfish Nymphs hoard beneficial genes for themself and refuse to bridge with other nymphs to share genes, whether due to risk of harm or personality and where Selfless Nymphs are open to bridging assimilatory networks for the purpose of propagating beneficial genes among the Dionae species. An unofficial third classification is the Self-Destructive Nymph, a term for a Dionae that shares harmful genes that negatively impact the evolution of another Dionae and its offspring.&lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Reproduction remains important for the Dionae species and remains a means in which to propagate genes to offspring who may then go on to further propagate a gene, whether through the above process by sharing genes with other Dionae or by going on to have their own offspring. For a Dionae to reproduce, they must first sacrifice one of their nymphs which will become the Seeding Nymph from which biomass will form a seed pod and other nymphs will grow. The choice to sacrifice a nymph alone is a large one, due to the memories and personality that will be lost with them, however, this nymph will contain all of the genes and ideally all of the genetic memory cells that will be passed on to the next nymphs that will grow within the seed pod.&lt;br /&gt;
&lt;br /&gt;
Seeding pods are very fragile and must be formed in a safe area that is habitable by the reproducing gestalt and that has enough ambient radiation. A lot of care goes into locating a suitable area for a seeding nymph to create a seed pod, then ensuring it remains safe, with the reproducing gestalt either remaining near or paying visits until the seed pod has matured, which can take anywhere between one and one-hundred years. Once matured, the seeding pod will disgorge one fledgling nymph with all of the inherited genetic material every one to ten years, up until the seed pod expires after disgorging the tenth to twelfth nymph.&lt;br /&gt;
&lt;br /&gt;
=Physiology=&lt;br /&gt;
===Radiotrophy===&lt;br /&gt;
It is a common misconception that Dionae are photosynthetic. Rather, they possess a radiotrophic factor that is beyond the efficiency of what be achieved through conventional science and most understood biology. Radiotrophy, a trait commonly found in fungal xenofauna, usually requires wavelengths on the electromagnetic spectrum high enough to qualify as an alpha or greater particle waves: In order for cellular energy to be generated, radiation is needed. Compared to xenofauna with similar traits, Dionae possess radiotrophy so acute that it can generate cellular energy from wavelengths lower on the electromagnetic spectrum, up to visible light. This unique method of metabolizing energy, according to theory, put evolutionary pressures on Dionae to evolve the ability to search and detect wavelengths on the electromagnetic spectrum, which led to the ability to communicate via it, culminating in the unique linguistic dialect of rootsong, and giving Dionae the ability to communicate over long distances, albeit with delays depending on surrounding conditions. Dionae occasionally require sustenance to replace cell death, reproduce, grow larger, and create biomass for use. For gestalt collectives, this is done by forming an enlarged food vacuole made out of biomass around the item after the gestalt intakes it. As the item is broken down via enzymes, the resulting nutrients are transported to the closest nymphs and then distributed across the entire nymph-mycelium complex for further processing. Individual nymphs use a sharp, extendable proboscis to feed, and gestalt collectives may also choose to feed on small things in the same manner as well. Dionae are capable of digesting almost anything, however dietary preferences are skewed towards variety in the elemental or mineral composition of the item, and sheer caloric intake: a typical gestalt would find a depleted bar of tritium fuel more appetizing than a candy bar, as an example. &lt;br /&gt;
&lt;br /&gt;
=== Genetic harvest efficiency ===&lt;br /&gt;
When a Dionae harvests an individual, the knowledge or genetic information acquired is highly variable, depending on the parts ingested, the state they were in, and the quantity. Blood is considered the safest and least invasive method of harvest. However, it is the most inefficient, often requiring steady transfusions over a long period of time to internalize anything meaningful long-term. In practical settings, blood is used quickly to utilize technical information or skills over a short period of time, or recreationally, as the blood of those under the effects of narcotics or other drugs will transfer a proxy high to the gestalt.&lt;br /&gt;
&lt;br /&gt;
From here, learning efficiency based on tissue samples is as follows, in order from least efficiency to most: &lt;br /&gt;
*Blood samples&lt;br /&gt;
*Flesh and tissue samples&lt;br /&gt;
*Organ tissue samples&lt;br /&gt;
*Bone marrow&lt;br /&gt;
*Dead nerve tissue samples&lt;br /&gt;
*Spinal fluid&lt;br /&gt;
*Active nerve tissue&lt;br /&gt;
*Brain matter&lt;br /&gt;
&lt;br /&gt;
As more efficient samples are used, however, the mental and psychosomatic strain put on the gestalt increases. Depending on the freshness of the harvest, the Dionae in question will re-experience pain receptors of the sample firing off as it’s dissolving in a digestion vacuole. For sapient or intelligent species, this also can mean reliving the experience of dying, depending on the freshness of the harvest. Too many of these kinds of harvests will often reduce a gestalt to a voided vocals mindtype. Accounts from mourning mass Dionae describe a full body harvest as “dying a second time.” For these reasons, Dionae that have to process meat for sustenance must fully drain and cook their choice of meal until it is well done. Dry-aged meats and other forms of preservation tend to be popular as well.&lt;br /&gt;
&lt;br /&gt;
=== Biomass ===&lt;br /&gt;
Biomass is special tissue in gestalts that nymphs are capable of producing and manipulating. It is capable of converting back and forth between specialised tissue into undifferentiated cells, not unlike that of many types of terrestrial invertebrates. Ordinarily, biomass forms the soft tissue between nymph and mycelium connections, storing calories and softening impacts on behalf of the gestalt. However, biomass is also used to create a wide variety of organic constructs, from specialised organelles or appendages for the gestalt to building materials and even weapons. What a gestalt can create is limited by accrued genetic information from harvests, techniques developed through experience or scientific study, and the individual gestalt’s imagination. No two gestalts understand the same biomass techniques and different communities of gestalts often develop biomass abilities adapted to their environment or living circumstances. The largest constraining variables on these constructs are the metabolic and caloric costs. A gestalt cannot deplete their biomass reserves too quickly without means to replenish them, or else they will begin to deplete the reserve soft tissue that cushions and protects the entire gestalt complex. Dionae that expend biomass too quickly become weak, brittle, and lethargic.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_Biology&amp;diff=35110</id>
		<title>Dionae Biology</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_Biology&amp;diff=35110"/>
		<updated>2025-01-04T04:38:05Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Lifespan */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
Dionae are one of the more alien races that one can find in the Orion Spur, besides the Vaurcae. Suspected of originating outside known space, they have been studied for centuries ever since contact with the Skrell, and their subsequent induction into the other societies present within the Spur. The long-lived species have several aspects of its biology that are still to be understood, such as their ability to mimic other species and ingest genetic material to gain a deep understanding of certain memories, experiences and even skills. &lt;br /&gt;
&lt;br /&gt;
= Lifespan =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Age bracket for Coeus officially being classified as a Geras&lt;br /&gt;
|-&lt;br /&gt;
! - !! Default Bark (temperate/spacestation grown) !! Lighter Bark (warm planets)  !! Darker bark (cold planets/space)&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Natural&#039;&#039;&#039; || 50-90 years old|| 80-120 years old || 30-70 years old&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;With treatments&#039;&#039;&#039; || 120-140 years old || 150-180 years old || 80-100 years old&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Dionae do not have a determinable lifespan. Some may live for minutes, while others can live for millennia in the care of younger gestalts, but this is rare, and largely unheard of throughout the greater Spur except across [[Hieroaetheria]]. Academics and researchers, primarily comprised of Skrell, with a growing minority of Dionae, have categorised the lifespan of the species into six critical stages, where provided one manages to survive the prior, they move on to the next. They do not necessarily follow a linear timeline but instead occur based on contextual circumstances, such as the formation of a Gestalt.  &lt;br /&gt;
&lt;br /&gt;
===Gesnatio===&lt;br /&gt;
&lt;br /&gt;
Gesnatio is considered the most fundamental stage of every Dionae. Each and every single one will be exposed to this extremely vulnerable period, commencing shortly after being disgorged from their incubating pod. Studies undertaken in this stage have concluded that until a Gestalt is formed, the Gesnatio period will continue indefinitely. One can also return to this stage, provided that they are thrust into circumstances that result in their isolation from the rest of their Gestalt. Generally, every Nymph is considered to be in the “Gesnatio” stage. They have limited learning capabilities, and only base instincts for the most part – seek safety, seek numbers, seek sustenance. Those finding themselves back in this stage generally have greater experiences which to derive choices from and fare better as opposed to their newly disgorged counterparts. &lt;br /&gt;
&lt;br /&gt;
===Coeus===&lt;br /&gt;
&lt;br /&gt;
Commencing upon the formation of a Gestalt, Though many are able to reach this stage, many are also blockaded by environmental circumstances from doing so. The Coeus life stage is generally only referred to in circumstances in relation to Cerberus, Cyclops and Argus forms, as the majority of the larger gestalts typically have existed for several centuries, and find themselves placed firmly within either the Geras, Vetus or Penuma stages. They largely do not have immobilising chitin, also doubling as a protective barrier, meaning the pain is considerable to those afflicted within the Gestalt, only really seeing mitigation following the commencement of the chitin growth. This has largely placed them at heightened pacifism unless cornered into circumstances that deem violence necessary; the increased pain pushing them to avoid it wherever and whenever possible.  Almost inherent to the Coeus is the instinct to gather around more advanced Gestalts, it is not uncommon for Coeus to be seen tending to them in a child-like fashion – even going so far to acquire employment to provide funds to better elevate their elders; this is at odds with the species general tendencies to explore and understand the greater universe, with many choosing the latter sometimes referred to as “breaking from tradition”, in some circles, this can lead to ostracisation. &lt;br /&gt;
&lt;br /&gt;
===Medio=== &lt;br /&gt;
&lt;br /&gt;
Medio, one of the more common sights across the greater Spur, are those transitioning between Coeus and Geras. They have begun to grow chitin across their formation; limiting mobility but also decreasing the pain felt during the early stages of Coeus. Typically, this life stage is understood to begin following the first growth of chitin on the Gestalt, but it is unclear how it transitions to Geras; some believe it to merely be an ideological transition, where a Gestalt understands their place in the hierarchy, with others suggesting that one becomes a Geras where they have acquired enough experiences to be considered mentors to the younger generations of Dionae. Many consider Medio to be the most likely stage in which Dionae see their mobility declining, and they must begin preparations to be cared for by those considered Coeus. &lt;br /&gt;
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===Geras===&lt;br /&gt;
&lt;br /&gt;
Geras, or Elders, are older Dionae that have overcome many adversities to be able to boast their unity for centuries; they are also covered in a decent amount of growths across their Gestalt. As a result of this, they are less mobile, but protected from most forms of damage; they are therefore less pacifistic than their younger counterparts. Due to their more experienced nature, Geras will frequently serve in positions of authority within Dionae hierarchies, as well as have sufficient resources to do so in non-Dionae hierarchies found across the Orion Spur, particularly in the Nralakk Federation. Colloquially referred to as Shepherds by those studying the species, Geras have an almost biological instinct to guide the younger generations, and ultimately seek to serve those that have managed to survive the transition to Vetus or Penuma. Geras approaching Vetus are known to focus solely on ensuring their memories and experiences are passed on, spawning new Gestalts when possible, and finding an appropriate and safe location to essentially spend the rest of their life; most often they will return to a similar environment from which they were first grown from. Uncommonly, some have elected to drift across the stars, until they are absorbed by stars. &lt;br /&gt;
&lt;br /&gt;
===Vetus=== &lt;br /&gt;
&lt;br /&gt;
Rare is it to see a Vetus, they are amongst the eldest of the species, having managed to survive everything that has been thrown at them, and likely are under the constant guide and supervision of younger generations of Dionae; this can particularly be seen in Hieroaetheria, where the First are still cared for by the Government, in part due to negotiations during the Consortium Civil War in the 1700s CE. For the most part, they are likely to be the highest in the Dionae hierarchy, offering advice and orders to be fulfilled due to their immobility – as a result of the growths across their Gestalt. It is not uncommon for those approaching Vetus to merge with one another, and elect to spend the remainder of their existence together, understanding their inability to merely move as the younger Gestalts, but noting additional voices will at least offer a greater advisory ability. Vetus only begin to transition into Penuma where they begin to enter periods of hibernation, meaning a lack of communication for extended periods of time, at least that is what is perceived by those studying such phenomenon. &lt;br /&gt;
&lt;br /&gt;
===Penuma===&lt;br /&gt;
&lt;br /&gt;
Penuma represents the final and rarest stage of Dionae life, often embodying an immense and ancient form of the species. In this phase, the Dionae have reached a state of extreme immobility, encased in thick bark and overgrown tendrils, resembling a form of alien plant life. The outer layers of this stage make them almost indistinguishable from the natural environment, but beneath the surface, they remain fully sentient and aware of the outside world. &lt;br /&gt;
&lt;br /&gt;
The only known Penuma exists within the Eternal Temple on Biesel; with the Vetus Firsts of the Consortium of Hieroaetheria possibly becoming the second known Penuma provided they survive long enough. Those that reach this stage are believed to be millennia old; with the Eternal Temple citing the Penuma as remainders from the original one destroyed by the Solarian Alliance in Rueltab, with very few survivors being guarded and transported off-world when possible.  The dense bark and tendrils impede their ability to absorb sustenance, leading Penuma to develop alternate methods of gathering energy, such as linking with Nymphs on the exterior or forming a moss-like layer over their form. This process is inefficient and may lead to the accumulation of mundane growths that can be burned as nutrients during periods of starvation. &lt;br /&gt;
&lt;br /&gt;
Despite their daunting appearance, Penuma maintains an active consciousness and a profound wealth of knowledge. However, their interaction with the external world is minimal, primarily providing guidance and wisdom only when deemed necessary. Geras often communicate with them to learn from their extensive experiences, but Penuma may respond unpredictably due to their vast, contemplative nature. Instances of Penuma defending themselves against perceived threats have been reported. Their response can include the use of their biomass to entangle and digest intruders, leading some to view them as potentially dangerous. Nevertheless, Penuma&#039;s primary focus remains on deep philosophical and esoteric musings. Penuma is revered as the spirit and foundation of Dionae knowledge and culture, offering a link to the species&#039; distant past. Despite their reclusive nature and the challenges of studying them, their presence symbolizes the enduring legacy of the Dionae.&lt;br /&gt;
&lt;br /&gt;
=Appearance=&lt;br /&gt;
&lt;br /&gt;
Dionae vary in appearance, but they all have a common foundation; an intertwining, fungal-like body that generally comprises a Gestalt, no matter the size or age. It has been compared to a vine in some instances, closely locking into one another that it almost looks like a singular force – but upon closer inspection, one can see that there are actually different Nymphs comprising of a greater Gestalt. Depending on the age of a Gestalt, as well as the environment in which one is exposed, one can have different appearances. The environment in which one is exposed can further more have a deeper influence on one’s appearance, such as the ability to genetically assimilate its surroundings; leading to mimicry in some instances. Generally, those exposed to high-radiation environments develop a much darker appearance, similar to those exposed to radiation found in the Cosmos; however, the notable difference is that these forms of high radiation are typically found in terrestrial conditions. The most likelihood of one experiencing this environment are those found on Moghes – they are akin to a very dark lilac, or even deep green – contrasting against the bleak nuclear wastelands of Moghes. It isn’t uncommon for a Dionae exposed to high quantities of radioactive material to slowly darken over a period of time, as seen in those working closely with nuclear power.  In contrast to those within a high-radiation environment, those born and grown within low-radiation environments are much lighter than their other counterparts. Their appearance is largely regarded as “abnormal” – not only just to other Dionae but non-Dionae as well. They have a sickly appearance, often appearing almost chrysoprase or prase-like on examination. Typically, those grown in these environments do not survive long – those that do use the experience as a foundation for their name, and all the obstacles they have to overcome to get where they are. Similarly, those that exist in this environment after having been grown elsewhere begin to slowly lighten over a period of time, but only in rare circumstances will a survivor be able to tell the journey. &lt;br /&gt;
&lt;br /&gt;
==Baseline and Desirable Traits==&lt;br /&gt;
There are two archetypal baselines in modern Dionae that determine the environments in which they can reside and the traits they lack. The majority of Dionae are often a hybrid of these baselines or have evolved beyond the baseline after incorporating traits from genes they have analysed themselves or received from an ancestor. Baseline Dionae do exist in large populations in more isolated colonies of Dionae.&lt;br /&gt;
&lt;br /&gt;
===Terrestial Baseline===&lt;br /&gt;
The terrestrial baseline is the least evolved form of Dionae that can trace the majority of its ancestors to planet-residing Dionae, of which none further incorporated any alien traits into their genome. These Dionae often lack extreme temperature tolerances and are unable to live in a space environment, however are considerably more socially evolved, with better capabilities for environmental mimicry and forming their own social mannerisms. An example of a trait the terrestrial baseline lacks compared to the voidic baseline would be tolerance to the void. This trait can be harvested from a voidborne creature, allowing a terrestrial Dionae to create a barrier that allows for exposure to the void. This comes less naturally to terrestrial Dionae than the void tolerance seen in voidic baseline, with any developed gas bladders being significantly weaker than Dionae who have a voidic baseline, only allowing shorter distance travel.&lt;br /&gt;
&lt;br /&gt;
===Voidic Baseline===&lt;br /&gt;
The voidic baseline is the least evolved form of Dionae that can trace the majority of its ancestors to void-residing Dionae, of which none further incorporated any alien traits into their genome. These Dionae are capable of living in a void and are capable of utilising gas bladders to propel themselves, however struggle socially, relying more on simple, environmental mimicry that often lacks deeper understanding of what they are mimicking. Voidic Dionae could potentially learn more complex social behaviours by harvesting genetic material from social lifeforms.&lt;br /&gt;
&lt;br /&gt;
=Gestalt &amp;amp; Innerworkings=&lt;br /&gt;
&lt;br /&gt;
Gestalts have often been compared to fungal mycelium networks, in that upon merging with one another, the Dionae function as one – however, with the notable difference that many comprising the Gestalt often still maintain a sense of individuality, but largely suppress some tendencies for the greater good of unity. Though different mindtypes can occur, which resultingly has an impact on the development of a Gestalt’s personality, they are still considered a unified body – and therefore, act as one. This unification allows for them to not only merely share just sustenance and increase chances of survival, but also unite them in mind. Experiences, memories, and even skills learnt by Nymphs will be transferred – but most importantly, they are able to share their biological adaptions from genetic assimilation; an easier method than teaching one, but instead allowing them to develop it themselves. &lt;br /&gt;
&lt;br /&gt;
Once apart of the Gestalt, survival is considered a paramount base instinct; but not just for oneself, but for all those that comprise it. Obviously, in circumstances that demand sacrifice, a Gestalt is willing to do so, but ultimately they strive to continue their unity without losses. Though merging is a rather painless process, and so is splitting within a brief time of merging, after sustained periods splitting can cause enormous trauma and damage to those comprising of a Gestalt, who have come to rely on the unification. In some circumstances, splitting can even result in death due to the inability of those within to carry on, a profound realisation that “broken-heart syndrome” perhaps even exists in Dionae, incapable of maintaining existence without the others that they have become so closely attached to – both physically, and emotionally. &lt;br /&gt;
&lt;br /&gt;
= Genetic Absorption and Neural Translation =&lt;br /&gt;
=== Genetic Absorption ===&lt;br /&gt;
&lt;br /&gt;
Genetic absorption, also more disparagingly referred to as genetic assimilation, is a unique form of evolution seen in Dionae and occurs when a Dionae absorbs a sample of genetic material from a donor specimen, be it another species or another Dionae, where it can then be decoded, studied, and recreated. &lt;br /&gt;
&lt;br /&gt;
On consuming another form of life and soon after the initial grinding and mashing of a food bolus, the immediate rounds of digestion within the digestive vacuole always involve the secretion of certain solutions that aim to break down a cell’s walls, then selectively target the envelope of a nucleus such that the contained genetic material can be accessed. Another solution is then secreted to conglomerate and separate the nucleic acids - DNA, RNA - from other liquids in the digestion vacuole, allowing them to be absorbed on their own. The absorbed genetic material is then transported to an organ, known as the assimilation complex, at the centre of the genetic assimilatory system, where three things happen: the initial transcription of DNA and RNA by a polymerase to produce two replica strands; the memorisation of one of these replica strands by storing it in a genetic memory cell which resides within the assimilation complex; if desired, the mass reproduction of the second replica strand to allow for transportation around the nymph to other cells for absorption into the genome.&lt;br /&gt;
&lt;br /&gt;
This all translates to Dionae being able to consume the genetic material of another form of life and incorporate choice traits they have identified into their own genome, essentially making them mobile genetic labs capable of modifying themselves, using analysed traits from other lifeforms or Dionae to base their own adaptations off. It also translates to the accidental absorption of genes that have unanticipated or potentially harmful impacts on a Dionae, hidden behind a desirable trait that provoked the Dionae to absorb the gene. For example: the absorption of some genes may slowly alter the behaviour or appearance of a Dionae in addition to providing a desired trait such as greater heat tolerance; the unintentional absorption of a virus could result in rapid propagation throughout all of a Dionae’s cells, rapidly weakening, hijacking bodily processes and/or killing them.&lt;br /&gt;
&lt;br /&gt;
===Neural Mirroring===&lt;br /&gt;
&lt;br /&gt;
Another unique adaptation among Dionae is the capability of neural mirroring when consuming the central neural structure of an organism – this is mostly performed as a part of genetic absorption but can be done outside of it as well. Also carried out within the Dionae’s assimilatory complex, it involves the minute biomass mimicry on a cell level of a particular absorbed neural structure, a mycelium-like network of Dionae biomass overlaying and mirroring the absorbed neurons. If mirrored precisely enough, the resulting now-Dionae neural structure can be incorporated into the nymph responsible for assimilatory processes, translating either a hazy memory or a general blueprint for behaviour or skill, which it can then share with any other nymphs within a gestalt. &lt;br /&gt;
&lt;br /&gt;
Unlike genetic absorption, this process is significantly less precise and often fails to mirror larger or more complex neural structures: any memories translated are often core memories that have been reinforced multiple times with short but well-built-up neural structures; any behaviours or skills are only the most well-practised and well-cherished skills of the donor. &lt;br /&gt;
&lt;br /&gt;
Similarly to genetic absorption, there lies an inherent uncertainty and risk whenever a Dionae incorporates a mirrored neural structure into its own. With no control over which pathways are the strongest within genetic information, memories and behaviours learned are not known until a sample is consumed: learned behaviours may be undesirable, resulting in personality changes; skills learned may be wholly useless to a Dionae and serve only the lifeform of the donor. More catastrophically however, strongly reinforced neurological pathologies can be carried over to a Dionae: the mirroring of a pathway reinforced by seizure use can result in seizure-like symptoms in Dionae, where the nymphs have surges of overactivity and spasming, rendering them useless for communication or function for short periods of time; the mirroring of deteriorated or dead neural structures, such as those impacted by dementia or left without oxygen supply following a stroke, only serve to slow down a nymph’s own cognitive processes.&lt;br /&gt;
&lt;br /&gt;
= Genetic and Environmental Mimicry =&lt;br /&gt;
Mimicry is one of the Dionae’s most fascinating – or nefarious to some – abilities, studied by many across the Spur following the introduction of the species, with the skrell and Zeng-Hu Pharmaceuticals at the forefront of research into Dionae mimicry. Dionae are known to exhibit two types of mimicry: genetic mimicry and environmental mimicry, also known as simple mimicry.&lt;br /&gt;
&lt;br /&gt;
=== Environmental Mimicry ===&lt;br /&gt;
&lt;br /&gt;
Environmental mimicry, also known as simple mimicry, is a voluntary form of mimicry exhibited in Dionae. It can be a visual mimicry, which is achieved by a Dionae consciously shaping its biomass to achieve a certain look or function, or it can be an auditory mimicry where a Dionae is able to recognise and repeat sounds it has heard. For example, a gestalt that has lived around skrell for a significant duration may elect to redistribute biomass around its head structure to give the appearance of headtails, as well as having a catalogue of chirps and warbles it has memorised and can replicate, though perhaps out of context sometimes. Environmental mimicry is often inaccurate, with only the broad strokes of an appearance, behaviour or sound being captured: a gestalt may be able to reproduce a sound it has heard, but it lacks the biological structures to ensure the sound is perfect, it lacks the social context to know when reproduction of that sound is expected; a gestalt may be able to broadly mimic the appearance of another species, though will miss finer details or specific functions of the mimicked characteristic. Environmental mimicry is quick, however, and can often be used in a pinch, whether for survival or hunting.&lt;br /&gt;
&lt;br /&gt;
===Genetic Mimicry===&lt;br /&gt;
Genetic mimicry is a consequence, intended or unintended, of genetic absorption. Whether due to selection, inaccuracies when sampling genes from genetic material, or a gene having more than one effect on the phenotype than it was selected for, some genes absorbed will alter the appearance, sound or behaviour of a Dionae. For example, a gestalt that has absorbed a large number of genes from human genetic material will gradually and subconsciously begin to take on a more human physical structure, even incorporating some internal features, such as the creation of a neopharynx in a social nymph to more exactly create human sound. Genetic mimicry is a much slower process that is often involuntary but is often more exact, less disconcerting and convincing to the mimicked species. Genetic mimicry requires a substantial amount of genetic material to have any impact and also requires the mimicked structures to have been consumed by the gestalt. A neopharynx for more perfect human sound replication cannot form without having consumed the pharynx structures of a human to provide the Dionae’s assimilation complex the physical context any absorbed genes will act upon.&lt;br /&gt;
&lt;br /&gt;
==Types of Mimicking==&lt;br /&gt;
&lt;br /&gt;
=== Parasitic Mutualism ===&lt;br /&gt;
Parasitic mutualism refers to a close relationship between a Dionae and an elected host of which it mimics, usually using environmental mimicry and safe, voluntary genetic mimicry. Seen in the Conglomerate Choir of Nralakk in which the Dionae took on the appearance and acoustic elements of the Skrell to better harmonize with the species and the values that they stood for, in addition to the Dionae present across the Izweski Hegemony that oftentimes replicate elements of Unathi. Though the name conveys a rather pessimistic connotation, it is largely seen as a benefit, where the Dionae do not need to undergo the process of extended assimilation as seen in other species that may be introduced to another alien society – speeding the process up quite significantly too, which many across the Spur see as a boon rather than the typical disadvantage of a parasite.&lt;br /&gt;
&lt;br /&gt;
=== Competitive Masquerading ===&lt;br /&gt;
Competitive masquerading is a more defensive approach to mimicry seen in Dionae, with the most significant example being the Pests of Titan Prime. In contrast to parasitic mutualism, it typically does not have any benefit to the host of the Dionae and can often be harmful if more malicious environmental mimicry is used or the Dionae prey on the host species to harvest material for genetic mimicry. The Pests of Titan Prime often had to replicate the behaviour of their captors in order for their continued survival, where the goal was never integration. Competitive masquerading is still undergoing substantial study for better understanding, with research being led by the Zo’rane as they offer reparations for the damage done to the Dionae that they had mistakenly carried with them for over half a millennia.&lt;br /&gt;
&lt;br /&gt;
= Evolution and Reproduction =&lt;br /&gt;
===Evolution===&lt;br /&gt;
Evolution works very differently in Dionae compared to other species; at the time scale that Dionae work with, making small, naturally selected adaptations that get passed onto offspring is infeasible for the species’ evolution, and a thing of Dionae past. Instead, Dionae evolved, in addition to their fascinating means of altering their own genome to a degree, a means of quickly sharing genes without the need to reproduce, as well as quickly encoding learned behaviours into a gene.&lt;br /&gt;
&lt;br /&gt;
When merged together, interconnected nymphs are capable of bridging their neural and genetic assimilatory systems. In addition to allowing the formation of certain mindtypes and gestalt structures to share information and cognitive processes, connected nymphs can freely share genetic memory cells – the cells containing the blueprints of genes previously learned by a Dionae. This allows Dionae to share genes deemed beneficial with other Dionae. Dionae are also capable of encoding learned behaviours into a gene which has an effect on another Dionae’s neural system, essentially creating a small blueprint that lays the foundation for another Dionae to learn a beneficial skill or behave a certain way. Combined with the ability of neural translation, a Dionae can encode memories or behaviours learned from another creature’s neural structure to pass on. As above, the memory cells containing the blueprint for this gene can then be shared with another merged nymph, allowing a beneficial skill or behaviour to propagate to other Dionae.&lt;br /&gt;
&lt;br /&gt;
Due to the potential harm of bridging genetic assimilatory systems, as a merged Dionae could choose to send memory cells containing harmful genes or even viruses, some nymphs elect to avoid bridging assimilatory systems in most cases. This leads to the classification of Selfish and Selfless Nymphs, where Selfish Nymphs hoard beneficial genes for themself and refuse to bridge with other nymphs to share genes, whether due to risk of harm or personality and where Selfless Nymphs are open to bridging assimilatory networks for the purpose of propagating beneficial genes among the Dionae species. An unofficial third classification is the Self-Destructive Nymph, a term for a Dionae that shares harmful genes that negatively impact the evolution of another Dionae and its offspring.&lt;br /&gt;
&lt;br /&gt;
===Reproduction===&lt;br /&gt;
Reproduction remains important for the Dionae species and remains a means in which to propagate genes to offspring who may then go on to further propagate a gene, whether through the above process by sharing genes with other Dionae or by going on to have their own offspring. For a Dionae to reproduce, they must first sacrifice one of their nymphs which will become the Seeding Nymph from which biomass will form a seed pod and other nymphs will grow. The choice to sacrifice a nymph alone is a large one, due to the memories and personality that will be lost with them, however, this nymph will contain all of the genes and ideally all of the genetic memory cells that will be passed on to the next nymphs that will grow within the seed pod.&lt;br /&gt;
&lt;br /&gt;
Seeding pods are very fragile and must be formed in a safe area that is habitable by the reproducing gestalt and that has enough ambient radiation. A lot of care goes into locating a suitable area for a seeding nymph to create a seed pod, then ensuring it remains safe, with the reproducing gestalt either remaining near or paying visits until the seed pod has matured, which can take anywhere between one and one-hundred years. Once matured, the seeding pod will disgorge one fledgling nymph with all of the inherited genetic material every one to ten years, up until the seed pod expires after disgorging the tenth to twelfth nymph.&lt;br /&gt;
&lt;br /&gt;
=Physiology=&lt;br /&gt;
===Radiotrophy===&lt;br /&gt;
It is a common misconception that Dionae are photosynthetic. Rather, they possess a radiotrophic factor that is beyond the efficiency of what be achieved through conventional science and most understood biology. Radiotrophy, a trait commonly found in fungal xenofauna, usually requires wavelengths on the electromagnetic spectrum high enough to qualify as an alpha or greater particle waves: In order for cellular energy to be generated, radiation is needed. Compared to xenofauna with similar traits, Dionae possess radiotrophy so acute that it can generate cellular energy from wavelengths lower on the electromagnetic spectrum, up to visible light. This unique method of metabolizing energy, according to theory, put evolutionary pressures on Dionae to evolve the ability to search and detect wavelengths on the electromagnetic spectrum, which led to the ability to communicate via it, culminating in the unique linguistic dialect of rootsong, and giving Dionae the ability to communicate over long distances, albeit with delays depending on surrounding conditions. Dionae occasionally require sustenance to replace cell death, reproduce, grow larger, and create biomass for use. For gestalt collectives, this is done by forming an enlarged food vacuole made out of biomass around the item after the gestalt intakes it. As the item is broken down via enzymes, the resulting nutrients are transported to the closest nymphs and then distributed across the entire nymph-mycelium complex for further processing. Individual nymphs use a sharp, extendable proboscis to feed, and gestalt collectives may also choose to feed on small things in the same manner as well. Dionae are capable of digesting almost anything, however dietary preferences are skewed towards variety in the elemental or mineral composition of the item, and sheer caloric intake: a typical gestalt would find a depleted bar of tritium fuel more appetizing than a candy bar, as an example. &lt;br /&gt;
&lt;br /&gt;
=== Genetic harvest efficiency ===&lt;br /&gt;
When a Dionae harvests an individual, the knowledge or genetic information acquired is highly variable, depending on the parts ingested, the state they were in, and the quantity. Blood is considered the safest and least invasive method of harvest. However, it is the most inefficient, often requiring steady transfusions over a long period of time to internalize anything meaningful long-term. In practical settings, blood is used quickly to utilize technical information or skills over a short period of time, or recreationally, as the blood of those under the effects of narcotics or other drugs will transfer a proxy high to the gestalt.&lt;br /&gt;
&lt;br /&gt;
From here, learning efficiency based on tissue samples is as follows, in order from least efficiency to most: &lt;br /&gt;
*Blood samples&lt;br /&gt;
*Flesh and tissue samples&lt;br /&gt;
*Organ tissue samples&lt;br /&gt;
*Bone marrow&lt;br /&gt;
*Dead nerve tissue samples&lt;br /&gt;
*Spinal fluid&lt;br /&gt;
*Active nerve tissue&lt;br /&gt;
*Brain matter&lt;br /&gt;
&lt;br /&gt;
As more efficient samples are used, however, the mental and psychosomatic strain put on the gestalt increases. Depending on the freshness of the harvest, the Dionae in question will re-experience pain receptors of the sample firing off as it’s dissolving in a digestion vacuole. For sapient or intelligent species, this also can mean reliving the experience of dying, depending on the freshness of the harvest. Too many of these kinds of harvests will often reduce a gestalt to a voided vocals mindtype. Accounts from mourning mass Dionae describe a full body harvest as “dying a second time.” For these reasons, Dionae that have to process meat for sustenance must fully drain and cook their choice of meal until it is well done. Dry-aged meats and other forms of preservation tend to be popular as well.&lt;br /&gt;
&lt;br /&gt;
=== Biomass ===&lt;br /&gt;
Biomass is special tissue in gestalts that nymphs are capable of producing and manipulating. It is capable of converting back and forth between specialised tissue into undifferentiated cells, not unlike that of many types of terrestrial invertebrates. Ordinarily, biomass forms the soft tissue between nymph and mycelium connections, storing calories and softening impacts on behalf of the gestalt. However, biomass is also used to create a wide variety of organic constructs, from specialised organelles or appendages for the gestalt to building materials and even weapons. What a gestalt can create is limited by accrued genetic information from harvests, techniques developed through experience or scientific study, and the individual gestalt’s imagination. No two gestalts understand the same biomass techniques and different communities of gestalts often develop biomass abilities adapted to their environment or living circumstances. The largest constraining variables on these constructs are the metabolic and caloric costs. A gestalt cannot deplete their biomass reserves too quickly without means to replenish them, or else they will begin to deplete the reserve soft tissue that cushions and protects the entire gestalt complex. Dionae that expend biomass too quickly become weak, brittle, and lethargic.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_Forms&amp;diff=35109</id>
		<title>Dionae Forms</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_Forms&amp;diff=35109"/>
		<updated>2025-01-04T04:37:42Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Dionae Life Cycle */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Forms=&lt;br /&gt;
The merging and separation of Nymphs take much time and energy to complete, sometimes days or even weeks on much larger structures. For smaller collections such as Cyclopes, it typically only takes an hour or so before they are ready to function. This is due to the Nymph bodies fusing together and creating a sturdy body that will be able to reasonably support itself and move, adapting it to the current environment. Before performing a change, Nymphs and Gestalts will gorge themselves on biomatter in preparation. Separation is only ever done in life-or-death emergencies or special situations such as growing a larger Gestalt as it can often be traumatic to Nymphs if done in a hurry, causing the knowledge gathered to be improperly stored in each individual or even lost without the correct precautions taken. With each change, the new form will always take up a new name to represent the new information and experiences collaborated.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note that the Stellar Corporate Conglomerate only hires Cyclops forms to work on the Horizon. All crew characters must be one.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dionae, being in its very nature a compound creature, comes in several known and theoretical forms with several characteristics:&lt;br /&gt;
&lt;br /&gt;
==Nymph==&lt;br /&gt;
[[File:Nymph.png|thumb|alt=Nymph|The humble beginnings for all Dionae, the Nymph stage.]]&lt;br /&gt;
Nymphs are the base form of a Dionae, often born separate from gestalts. They begin their life with an intelligence similar to that of the average dog, their cognitive abilities exponentially increase when they merge with other Nymphs, giving them a biological prerogative to merge with one another in order to survive and comprehend the world around them. If exposed to sentient blood and absorbed, they will grow to the intelligence of very young human children.&lt;br /&gt;
&lt;br /&gt;
==Cerberus==&lt;br /&gt;
Cerberus are Dionae gestalts who make up more than one nymph, but not enough to be considered a Cyclops form, comprising roughly two to four nymphs. Their intelligence is comparable to the average sentient creature, and are largely unremarkable. It can be difficult for a Cerberus form to find work, as their general size can make it difficult for them to find the equipment they can use unless specialized specifically for them. The majority of long-term Cerberus forms can be found within the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
[[File:Dionae.png|thumb|left|alt=Cyclops|Bipedal in form, the Cyclops are the most common gestalts to be seen across the Orion Spur.]]&lt;br /&gt;
&lt;br /&gt;
==Cyclops==&lt;br /&gt;
The most common form of Dionae gestalts in the galaxy, cyclops-forms, sometimes referred to as “worker forms&amp;quot; are Dionae gestalts who are made up of roughly five to nine nymphs. Most Cyclops resemble other intelligent species, usually having two legs and two arms, although this can differ based on the number of nymphs that are a part of the gestalt. Their intelligence follows the growth of intelligence of lesser forms, comparable to highly intelligent sentient life. They can grasp highly abstract concepts, such as quantum theory, and vastly outstrip the sum of their parts by orders of magnitude. Dionae Cyclops tend to stand anywhere as low as three feet to as tall as eight feet, some even taller. Typically, the majority of the Cyclops will stand at a rough five to six feet.&lt;br /&gt;
&lt;br /&gt;
==Argus==&lt;br /&gt;
One of the rarer forms of Dionae, Argus are Dionae made from anywhere from ten nymphs, to a hundred. Due to the sheer size of most Argus forms, work can be extremely tough to find in most unskilled jobs and many find work within specialized jobs, largely with Research or even as Engineers, considering many of them would spend their time on the exterior side of the ships and stations, allowing for the &lt;br /&gt;
soaking up of radiation and light.&lt;br /&gt;
&lt;br /&gt;
==Colossus==&lt;br /&gt;
Colossus forms are Dionae gestalts that are made up of as little as one-hundred-and-one nymphs to upwards of five-hundred-thousand. Colossus forms are split into two sub-categories, &amp;quot;Trireme&amp;quot;, who are gestalts that move through space, and “Echions”, gestalts that tend to stay in one area/system. Most newly discovered gestalts in space are considered a Trireme Colossi. Due to the sheer size of a Colossus, it is incredibly rare if not impossible for one to find work or a purpose. As such most will break up into a myriad of new gestalts to see new and better opportunities.&lt;br /&gt;
&lt;br /&gt;
==Cetus==&lt;br /&gt;
[[File:SkrellDionae.png|thumb|alt=Cetus|One of few Cetus&#039; captured by Skrell technology when discovered over Kelo&#039;Hen]]&lt;br /&gt;
Cetus forms are a mass of Dionae so immense, in the orders of a million nymphs, that it can be considered a stellar body. Currently, only three have been observed, those being the gestalt above Nralakk, The Conglomerated Choir of Nralakk, Peaceful Static In Endless Waves, also known as Venter&#039;s  Cetus, and the more recently discovered Wandering Chorale of the Spur. Unknown capabilities - theorized to be more intelligent than most other forms of intelligence, organic or synthetic. It is suspected that the original Dionae gestalt, where it may be, is at least this form if not the form below.&lt;br /&gt;
&lt;br /&gt;
More information on each of the Cetus&#039;s can be found, [[Minor_Dionae_Factions#Cetus_Gestalts|here]].&lt;br /&gt;
&lt;br /&gt;
==Titan==&lt;br /&gt;
A once-theoretical form of the Dionae - a planet, or even star-sized Dionae form consisting of millions, or even billions of nymphs, and is considered possibly the pinnacle of organic processing and thought. Uncharted intelligence. The Skrell has an order to destroy any Dionae structure that could reach or has reached, this size due to the inherent risk of intelligence singularity and other classified risks. There is only one instance where a Titan was discovered, in orbit of [[Rueltab]].&lt;br /&gt;
&lt;br /&gt;
=Nymph Limbs=&lt;br /&gt;
&#039;&#039;&#039;Potential Captains and Heads of Security with nymph limbs are not hired until they agree to replace them with mechanical prosthetics or other alternatives, due to security concerns.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A rather rare occurrence is when a living creature lives in direct symbiosis with a Dionae, however it is most common in the version of a prosthetic limb. The nymph attaches to a willing host&#039;s stump, their neural strata growing into the host&#039;s nervous system and stretching their form to the size of a full limb. The nymph will use genetic memory from the host to create manipulable biomass in the shape of fingers from their body, and fill out the rough shape. &lt;br /&gt;
&lt;br /&gt;
The method of the connection is truly symbiotic, the host gaining something that they had thought they lost forever, whereas the nymph gains access to a constant source of blood and knowledge from their host. The amount of experiences such a nymph gains is quite substantial, and can end up having a copy of every memory in the host&#039;s DNA. &lt;br /&gt;
&lt;br /&gt;
They are capable of communicating to their host verbally or sending a vague ‘confirmation and affirmation&#039; of ideas by making the arm feel hot or cold, or similar sensory manipulations. Although they would never fake pain to the host, as that breaches their pacifistic beliefs and would also be cruel. They do not explicitly speak up against violence, often being partially dormant as they live through their host&#039;s memories. (aka the host doesn&#039;t feel like rping their arms) Although if they wake up and realise they have been used for murder they may be quite upset.&lt;br /&gt;
&lt;br /&gt;
The symbiosis has a unique modularity in that it can be ceased at any time, the singular nymph could detach or the host could just pull the arm off, and put it back on just as easily! &lt;br /&gt;
&lt;br /&gt;
Haptic feedback from the arm is slightly alien, in that it is first processed by the nymph and then translated into something the host can then understand. This leads to sensations being dulled, like wearing a thick leather glove. However pain is quite notable, as the nymph screams into your nervous system like a wildfire. If you fail to listen, the nymph&#039;s fragile body will crack, their tendrils no longer actively wrapped into your nervous system, and it will just fall off, dead. &lt;br /&gt;
&lt;br /&gt;
===Unathi=== &lt;br /&gt;
Unathi reasons for taking prosthetic: It is not unheard of for Unathi to take a Diona prosthetic, almost always for spiritual reasons. Diona occasionally wander the radiation-laden barrens of the Wasteland, and so certain groups of Wastelanders have developed a reverence for these multi-souled organisms. Unathi who have lost limbs due to warfare or exposure see these limbs as augments for their soul, enhancers to the connection to the spirit realm— rarer, though, is the purposeful dismemberment of one&#039;s body for the sole purpose of soul-melding with a Diona. &lt;br /&gt;
&lt;br /&gt;
Unathi normality of prosthetic: For most Unathi, this practice is an alternative to getting a dreaded prosthetic. While a Dionae can never truly replace a limb, they are considered natural creatures and thus aren&#039;t damaging the soul when used in this manner. Dionae are, by and large, a rarity outside of the Wasteland, so an unfortunate reality becomes apparent: not everyone who wants a limb like this can achieve it. Wherever it is available, it is typically regulated by a medicinal guild. &lt;br /&gt;
&lt;br /&gt;
===Skrell=== &lt;br /&gt;
Skrell reasons for taking prosthetics: Medical Science within the Federation is superb, with most cases of missing limbs being rectified with cloning a copy of the missing appendage. Though, the further one gets from the Core, the less reliable one&#039;s access to Federation medical facilities becomes. It&#039;s not uncommon for Diona in the Traverse to spore a new nymph to replace a Skrell&#039;s limb in emergencies. Additionally, desperate Skrell whose low credit score denies them access to replacement limbs may take up nymph replacements. Not all Skrell who use Diona limbs are low-scoring with that said; certain Skrell who are against or [[Technology#Effects_on_Health|unable to]] use prosthetics may use Diona limbs while they wait for a cloned limb to become available.&lt;br /&gt;
&lt;br /&gt;
Skrell Normality of prosthetic: Possessing a nymph limb as a Skrell is usually taken as a sign the Skrell has a poor credit score, it&#039;s not uncommon for Skrell to replace their nymph prosthetics the moment their score allows it to escape the social stigma.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_Culture&amp;diff=35073</id>
		<title>Dionae Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_Culture&amp;diff=35073"/>
		<updated>2025-01-01T15:24:31Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Taboos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Art==  &lt;br /&gt;
&lt;br /&gt;
Art within Dionae society is unlike the static creations of many other species. It is a living, dynamic practice that reflects their ability to reshape themselves and interact with their surroundings. Blending their forms, movements, and environments to express emotions, preserve cultural traditions, and foster harmony encourages the species to pursue the arts – it is yet another facet of self-expression for the species. One of the most iconic forms of such is Hieroaetherian Forma; a style that uses their body as the medium, and is particularly celebrated across the [[The_Commonwealth_of_Hieroaetheria|Commonwealth of Hieroaetheria]], especially within the [[Union_of_Gla%27orr|Union of Gla’orr]], where it is practised recreationally and competitively. &lt;br /&gt;
&lt;br /&gt;
It saw a decline during the industrial and biocompute revolutions but was revived at the turn of the 2400s, becoming a cornerstone of Gla’orr and its artistic culture. The most popular and widely practised form of this art is Aa’shur Forma; gestalts reshape their biomass into intricate and often abstract forms, creating living art pieces. These pieces can interact with their environment, such as forming a twisting bridge across a river, or stand alone to emphasise the gestalt’s unique form. Aa’shur Forma is not only an expression of creativity but also has practical benefits. Regularly reshaping their form is believed to slow the effects of ageing by preventing their external chitin layer from hardening, making it both an artistic and rejuvenating practice. The revival of Aa’shur Forma has spread its influence to other Dionae communities across the galaxy, symbolising a connection to their heritage.&lt;br /&gt;
&lt;br /&gt;
Beyond Hieroaetherian Forma, Dionae explore other forms of art that take advantage of their unique biology. Biomass Sculpting is a popular practice, where gestalts or communities create living sculptures that grow and change over time. These sculptures can represent personal stories, philosophical ideas, or simply decorative beauty. Dionae also create environmental installations, using the landscape as their canvas. These large-scale pieces might involve growing patterns into forests or restructuring entire landscapes into harmonious designs that serve as gathering places or landmarks. For the Dionae, art is more than a practice—it is a testament to their adaptability, community, and deep connection to the environment around them. Whether through reshaping their forms, sculpting their environments, or crafting resonant harmonies, Dionae art is typically a celebration of life itself.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Music is an integral part of [[Dionae]] – Rootsong being the linguistic medium in which they speak to each other, utilising their own bodies to create what sounds like music to others, but can actually be conversations, or even speeches. It is deeply connected to their physiology, and unlike traditional music from other species, Dionae music transcends simple sound. It is a multi-sensory experience that incorporates vibrations, tones, and even electromagnetic signals. It serves as both an art form, and a means of communication, expressing emotions, preserving history, and reflecting their unique relationship with music.&lt;br /&gt;
&lt;br /&gt;
Typically, they create it from their own bodies, using vibrations and electromagnetic waves – they are able to emit harmonics through their biomass, creating patterns that can be felt as much as hard. In instances where sound cannot be heard, such as the cold grasps of space, Dionae use electromagnetic signals to produce music that resonates both mentally and physically. This allows them to share complex emotions and ideas with one another, even across vast distances. While they themselves are their primary instruments, Dionae are also known to use their surroundings to enhance their music; shaping their biomass into resonance chambers that amplify and modulate sound, or using their tendrils as string-like instruments to produce intricate melodies. In some instances, it has been observed that Dionae use hollow logs, rocky surfaces, or even asteroid craters, as part of their compositions. &lt;br /&gt;
&lt;br /&gt;
[[Dionae]] music varies depending on its purpose and setting, with communal performances known as Echo Chants; typically involving the synchronisation of their vibrations to create layered harmonies, and more likely seen during significant events – or during sermons held the Eternal. These symphonies are typically inspired by the rhythms of nature, with compositions mirroring the sounds and movements of their surroundings, like the slow pulse of radiation waves in space, or the busy hustling of Mendell City. Environmental cues are critical to enhance the intention of the music, layering with existing carcophonies and bringing them into harmony.&lt;br /&gt;
&lt;br /&gt;
Music has also become a method of preserving experiences and history, besides physical sharing of such through merging and absorption. It serves purposes beyond merely artistic expression – it has become a method of communication, and plays a role in encapsulating their experiences, environments, and perspectives of the Orion Spur. It is seen across Dionae as a universal language and a reflection of one’s journey through existence; whether created by a vast network of Dionae, or an isolated Nymph. Music is intertwined with the species. Life without it, or being unable to grasp it, understand it, or truly appreciate it, is a life not worth living according to the majority of the species. &lt;br /&gt;
&lt;br /&gt;
==Language and Communication==&lt;br /&gt;
&lt;br /&gt;
===Verbal Language=== &lt;br /&gt;
&lt;br /&gt;
Unlike most other species of the Spur, Dionae are grown already knowing their native language, Rootsong. Rootsong is spoken through a combination of sounds created by limbs, membranes, and movement that all come together to create a “song” that can be understood as words and sentences. To the uninitiated, these sounds tend to sound more &amp;quot;natural&amp;quot;, with many comparing their songs to an orchestra of leaves rustling in the wind, branches rubbing together, and sometimes softer instrumental sounds such as a noise akin to a flute. Emotion and intent can be understood through the pitches and speed of the sounds, with faster, lighter pitches used for happier words, and lower, slower pitches for more negatively-inclined words. Dionae are capable of comprehending and oftentimes speaking a plethora of languages found throughout the Spur, although they can have some difficulties with speaking languages that require certain facial features or body parts used in motions and gestures whilst speaking. To overcome this Dionae are capable of growing or designating a Nymph to create a mimicry of what they’re missing, such as by designating a Nymph to act as a tail to assist them in speaking certain languages or using biomass to create appendages that can act as fingers for sign language.&lt;br /&gt;
&lt;br /&gt;
===Non-Verbal Language===&lt;br /&gt;
&lt;br /&gt;
Dionae possess a rich system of non-verbal communication that complements Rootsong and is deeply tied to their biology and collective nature, enabling them to convey their emotions, intentions, and information in ways that are both practical and expression – where physical gestures play a significant role. Tendril movements, such as curling, waving, or pointing, convey intent or emphasis; which is further solidified by chirrups or brief crescendos. Dionae will even go so far as to mimic the gestures of body language of another species, as a means to lower conflict – or even create a false sense of security. Therefore, when interacting with other species, Dionae adapt their non-verbal cues to establish rapport – mimicking the gestures and in some circumstances even the expressions (at least to some extent). Some examples may include: &lt;br /&gt;
*Raising a tendril, and curling it into a loop is typically indicative of curiosity. &lt;br /&gt;
*Mimicking the posture, or stance, of another is generally construed as a Dionae being willing to engage. &lt;br /&gt;
*Tapping something, or someone, in a repetitive manner is usually seen as agreement, or an indication of acknowledgement. &lt;br /&gt;
*Closing oneself, or crossing tendrils, is an indication that a Dionae is unhappy, or not willing to engage. &lt;br /&gt;
*Extending a tendril, but stopping prior to physical contact, is typically seen as an invitation to engage. &lt;br /&gt;
&lt;br /&gt;
==Intrinsic Traditions==&lt;br /&gt;
&lt;br /&gt;
Dionae are the opposite of creatures of habits – continuously seeking new experiences – though they possess deep-seated instincts that guide many of their lifecycle events, blending the biological necessity within them with the cultural significance of their actions; these intrinsic traditions, such as returning to their growing grounds, absorbing deceased gestalts, and forming new gestalts, are pivotal to their identity, and survival. One of the most profound instincts is a Dionae’s compulsion to return to their birthing grounds – particularly when nearing the time to spread one’s seeds. It is viewed largely as a sacred act, symbolising their roots and continuity – and the journey may be dangerous, particularly if their original site cannot be accessed, or become inhospitable – such as [[Rueltab|Rueltab I]]. Many accept the risk, it is a biological instruction, which only those with extremely strong willpower can resist. &lt;br /&gt;
&lt;br /&gt;
Similarly, death among [[Dionae]] is not seen as an end, but as a transformation. When a gestalt dies, nearby Dionae are instinctively driven to absorb its biomass. This act transfers not only physical nutrients, but also the deceased’s memories, skills, and experiences, enriching the collective – the absorption is viewed as a way to preserve the legacy of the deceased, ensuring their knowledge and traits endure within the greater collective – such as a cluster, or even a gestalt. However, if the deceased contains traumatic memories or harmful genetic material, the process may be met with hesitation, often requiring communal deliberation. &lt;br /&gt;
&lt;br /&gt;
Another intrinsic tradition of a Dionae is merging, where the formation of a gestalt is a significant milestone for Nymphs. Before merging, Nymphs instinctively explore their surroundings, gathering experiences, and genetic material where possible, to prepare for their transition and understand the environmental situation – it is a calling within Nymphs, an overwhelming urge to seek numbers. A Nymph in isolation does not fare well and rarely will survive in the long term. Dionae are social creatures, a biological program that heavily encourages seeking others. When the time comes, Nymphs will gather and merge in a process guided by instinct; which has now become a “rite of passage” among the species, with already formed gestalts typically celebrating it, bearing witness to the process, and welcoming them.&lt;br /&gt;
&lt;br /&gt;
==Social Structures== &lt;br /&gt;
&lt;br /&gt;
Social structures of Dionae are typically shaped by their [[Dionae Mindtypes|mindtypes]], and collective nature, with the observed phenomenon of older, wiser gestalts naturally taking on advisory roles, while younger, more mobile gestalts handle practical tasks. Within each gestalt, a Nymph will take on a specific role to ensure the collective thrives – which further translates to other types of gestalts; each specific to the mindtype to which they were formed, some perform communication, others as limbs – each necessary for the further survival, and existence, of the collective.  In larger settings, such as a Colossus, or Cetus, Dionae may even have designated roles. Generally, the greater mobility a Dionae wields the higher the likelihood they will be within a practical role; gathering resources for the greater collective. In observations regarding [[Dionae]] behaviour, it has been noted that the species tends to rely on those with more experiences or those older, as leaders – even shepherds to a degree. &lt;br /&gt;
&lt;br /&gt;
Conflict within communities of Dionae is rare, but not unheard of. When disagreements arise, many may instinctively seek to find common ground or rest at some conclusive agreement – with Elders often mediating disputes, thought to hold wisdom so as to propose fair resolutions. In very rare circumstances, Dionae may seek violence as a resort, but, as the age-old proverb, it is a last resort – and in such instances, violence among Dionae may be brutal. This is particularly seen within the [[Covenant of Xrim]], where disagreements on Glorsh-Omega spurred a conflict that left many dead. The violence capable of being inflicted by a Dionae is not one that should be thought to be minor, when cornered into violence, they will ensure they win through any means necessary. &lt;br /&gt;
&lt;br /&gt;
In multi-species societies, Dionae adapt their social structures to align with the cultures they interact with, whilst retaining similar values. The species’ flexibility and focus on diplomacy first makes them valuable members within various communities – in some instances, however, their violence can be utilised to the benefit of any particular host; as seen within the Dionae across [[Moghes]], exposed to the horrific trade, and forced to perform violence under pressure by unsavoury elements within the Wastelands. However, most social structures are still guided by [[Dionae Mindtypes|mindtypes]] and instincts, which allows them to navigate complexities associated with their collective, and individual, identities while maintaining something resembling unity. &lt;br /&gt;
&lt;br /&gt;
==Identity and Self-Expression== &lt;br /&gt;
&lt;br /&gt;
Identity is deeply personal and shaped by the accumulation of experiences, environments, and decisions that Dionae have made throughout their lives. Unlike many species, their identities are fluid, evolving with every encounter or absorbed memory; this adaptability allows them to explore themselves in a way that is both introspective and outwardly expressive. Their sense of self begins as a Nymph – particularly shaped by exploration, as Nymphs venture into their surroundings, learning from what they encounter and absorbing traits and knowledge from the world around them. These formative experiences create a foundation for their personality, and guide their future decisions – some may form a strong sense of curiosity, exploring relentlessly, while others may develop introspective tendencies, spending time processing the intricacies of their environment. &lt;br /&gt;
&lt;br /&gt;
One of the more important aspects of a Dionae’s identity is their name; they serve as living records of their experiences, and often evolve over time, reflecting major events or changes in their lives. These names are deeply significant, acting as milestones that define who they are, and what they value. However, Dionae often adapt their names in simpler forms when interacting with others, keeping the full version as a private reflection of their life’s journey – only sharing it with fellow Dionae or highly trusted non-Dionae.&lt;br /&gt;
&lt;br /&gt;
Dionae also express themselves through their physical forms, using their ability of mimicry to reshape their biomass as a medium for individuality – these adaptions often reflect their emotions, experiences, or the environments they have lived in. [[Dionae]] within harsh, rocky terrains might adopt a rugged, and angular form, while one who has spent time in lush forests might elect a form that resembles the free-flowing nature of the local flora. These physical changes not only communicate their past but also act as a form of self-expression, showcasing their experiences or highlighting a moment of pride or personal growth. &lt;br /&gt;
&lt;br /&gt;
==Taboos== &lt;br /&gt;
&lt;br /&gt;
[[Dionae]] hold certain behaviours as deeply taboo, across the Orion Spur – regardless of origin, or beliefs – these prohibitions are rooted in their biology, culture, and even their very existence; breaking these taboos can lead to significant consequences, as the represent the violations of the very foundation of Dionae. One of the most serious taboos among Dionae is the abandonment of Nymphs. Neglecting or deliberately leaving them without guidance is considered a grave betrayal – the species instinctively cares for their young, ensuring they have the resources and mentorship needed to grow, and gather experiences as a gestalt. Failing in this duty is viewed as rejecting their species’ core values, and communities that uncover such neglect may ostracise the responsible parties, or require them to adopt and nurture other Nymphs as a means of atonement. &lt;br /&gt;
&lt;br /&gt;
Further, the forced separation of a gestalt is a contentious subject. Though they represent the sacred union of Dionae, and forcing them to separate against their will is usually seen as both physically and emotionally destructive, some groups among Dionae have sought it fit to utilise it so as to control [[Dionae]] that don’t exactly “adhere” to societal norms – with some non-Dionae even practising such, like the Nralakk Federation. Though it is known such separations can fragment memories and identities causing irreversible damage, this does not prevent these actors from continuing the practice. Most Dionae are of the belief that a gestalt is given autonomy to decide if, and when, they wish to separate, and interfering with this process is considered a violation of the species’ values.&lt;br /&gt;
&lt;br /&gt;
Lastly, Dionae hold the preservation and sharing of knowledge sacred, considering how intertwined it is with [[the Eternal]] – making the withholding or destruction of knowledge a significant taboo. Since much of their societies across the Spur, at least as is currently known, revolves around shared memories and collective growth, hoarding knowledge or refusing to contribute it to the community is seen as selfish and dangerous – Offenders may face exile, or be required to reintegrate their experiences into the collective, ensuring no wisdom is lost. This comes at odds in some situations; megacorporations have long feared that Dionae may share information, corporate secrets or other sensitive data – which has led to the institution of non-authorised mergings being banned for those that hold such data. The same goes for those in positions of power within other groups, such as the [[Nralakk Federation]] or the [[Republic of Biesel]].&lt;br /&gt;
&lt;br /&gt;
==Voidic Proto-Culture== &lt;br /&gt;
&lt;br /&gt;
Voidic Proto-Culture encompasses the oral traditions, behaviours, and beliefs of feral or wild Dionae that inhabit open space. These gestalts, referred to collectively as &amp;quot;The Voidic,&amp;quot; have developed a distinct culture shaped by the unique challenges and vastness of space. Despite environmental and physiological factors leading to its wide distribution, Voidic culture is remarkably uniform. This is largely due to the decentralised Rootsong Network that allows for long-distance communication and the shared lifespan of these entities.&lt;br /&gt;
&lt;br /&gt;
Voidic Dionae possess a perception of existence that lacks the typical distinctions between living and non-living or sapient and non-sapient. To them, the universe consists of objects either in states of action or inaction, encompassing everything from celestial bodies like asteroids and stars to other species and themselves. This perspective leads Voidic Dionae to refer to themselves and others using object pronouns in the third person. For example, a Voidic gestalt might refer to itself as &amp;quot;this object&amp;quot; or &amp;quot;this entity.&amp;quot; This reductive view often makes Voidic Dionae seem detached or even amoral to other species, as their perspective lacks the emotional and moral frameworks familiar to most sapient beings. They perceive themselves not as individuals but as emergent concepts formed from the amalgamation of their constituent parts. This perception also extends to other species, whom they interpret as collections of beliefs, concepts, and ideas rather than discrete beings. Unless the notion of ego or personhood is explicitly explained to them, Voidic Dionae treat others as conceptual entities. Consequently, Voidic Dionae do not use social masks or filters in communication; their speech is raw, unfiltered, and represents a pure consensus.&lt;br /&gt;
&lt;br /&gt;
Through Rootsong, the Voidic Dionae communicate with each other, a language that works across the electromagnetic spectrum as well as through sound. By transmitting information in a vacuum, they are able to build a decentralised network of communication that stretches over enormous distances. In spite of the vast distances between Voidic Dionae, Rootsong&#039;s functionality ensures that they are still able to communicate, even if they are separated by immense space. However, messages are delayed by distances between them. As a result of the usage of this form of communication, Voidic Proto-Culture has become uniform while simultaneously proving to be resistant to change. The Voidic Dionae are able to detect radiological phenomena, both natural and artificial, in addition to using Rootsong. Because of their ability to sense the universe intuitively, they are able to traverse it with ease, and large gestalts play a critical role as communication hubs in this network. As a result of their size and radiological capacity, they are capable of intercepting and amplifying Rootsong transmissions, ensuring a steady connection between distant gestalts at all times.&lt;br /&gt;
&lt;br /&gt;
Voidic Dionae possess a perception of time and existence that stretches far beyond that of most species. Their natural longevity and the enduring influence of ancient gestalts have instilled a temporal perspective that dwarfs the lifespans of other beings. Voidic Dionae often refer to other species as &amp;quot;Temporals&amp;quot;, acknowledging their fleeting existence in comparison to the Dionae’s own enduring presence. However, individual Voidic gestalts interpret Temporals differently. Some Voidic Dionae are curious about Temporals, viewing their short-lived cultures and rapid technological advancements as fascinating. Others are empathetic, having intercepted unencrypted electromagnetic or radiological transmissions from their machinery, which provide glimpses into their thoughts and emotions. However, many Voidic Dionae remain indifferent or dismissive, perceiving Temporals as transient phenomena with no long-term significance. Despite this varied perspective, most Voidic Dionae agree that Temporals are worth investigating, as their technological achievements far surpass those of the Dionae, and their actions increasingly regulate Dionae movement through claimed space.&lt;br /&gt;
&lt;br /&gt;
Voidic Dionae demonstrate a unique approach to language, shaped by the nature of Rootsong and their perspective on existence. While they can learn other species’ languages quickly through merging, genetic absorption, or conventional methods, they often struggle to use these languages organically. Instead, they adapt their speaking style to mimic the structure of Rootsong, resulting in a peculiar, consistent manner of speech across all languages. Voidic Dionae refer to themselves and others using object pronouns in the third person. Phrases such as “this collective” or “the consensus” are commonly used to denote themselves, especially when multiple gestalts occupy the same space. They also place immense importance on names and titles, often avoiding nicknames or abbreviations in favour of full, formal names. Their communication is verbose, employing lengthy descriptions and a diction that fluctuates between archaic, poetic, and utilitarian tones. Unlike most species, which prioritise brevity for convenience, Voidic Dionae indulge in their lengthy speech patterns, taking their time to express ideas unless immediate action is required.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae_Culture&amp;diff=35072</id>
		<title>Dionae Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae_Culture&amp;diff=35072"/>
		<updated>2025-01-01T15:22:22Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Art==  &lt;br /&gt;
&lt;br /&gt;
Art within Dionae society is unlike the static creations of many other species. It is a living, dynamic practice that reflects their ability to reshape themselves and interact with their surroundings. Blending their forms, movements, and environments to express emotions, preserve cultural traditions, and foster harmony encourages the species to pursue the arts – it is yet another facet of self-expression for the species. One of the most iconic forms of such is Hieroaetherian Forma; a style that uses their body as the medium, and is particularly celebrated across the [[The_Commonwealth_of_Hieroaetheria|Commonwealth of Hieroaetheria]], especially within the [[Union_of_Gla%27orr|Union of Gla’orr]], where it is practised recreationally and competitively. &lt;br /&gt;
&lt;br /&gt;
It saw a decline during the industrial and biocompute revolutions but was revived at the turn of the 2400s, becoming a cornerstone of Gla’orr and its artistic culture. The most popular and widely practised form of this art is Aa’shur Forma; gestalts reshape their biomass into intricate and often abstract forms, creating living art pieces. These pieces can interact with their environment, such as forming a twisting bridge across a river, or stand alone to emphasise the gestalt’s unique form. Aa’shur Forma is not only an expression of creativity but also has practical benefits. Regularly reshaping their form is believed to slow the effects of ageing by preventing their external chitin layer from hardening, making it both an artistic and rejuvenating practice. The revival of Aa’shur Forma has spread its influence to other Dionae communities across the galaxy, symbolising a connection to their heritage.&lt;br /&gt;
&lt;br /&gt;
Beyond Hieroaetherian Forma, Dionae explore other forms of art that take advantage of their unique biology. Biomass Sculpting is a popular practice, where gestalts or communities create living sculptures that grow and change over time. These sculptures can represent personal stories, philosophical ideas, or simply decorative beauty. Dionae also create environmental installations, using the landscape as their canvas. These large-scale pieces might involve growing patterns into forests or restructuring entire landscapes into harmonious designs that serve as gathering places or landmarks. For the Dionae, art is more than a practice—it is a testament to their adaptability, community, and deep connection to the environment around them. Whether through reshaping their forms, sculpting their environments, or crafting resonant harmonies, Dionae art is typically a celebration of life itself.&lt;br /&gt;
&lt;br /&gt;
==Music==&lt;br /&gt;
&lt;br /&gt;
Music is an integral part of [[Dionae]] – Rootsong being the linguistic medium in which they speak to each other, utilising their own bodies to create what sounds like music to others, but can actually be conversations, or even speeches. It is deeply connected to their physiology, and unlike traditional music from other species, Dionae music transcends simple sound. It is a multi-sensory experience that incorporates vibrations, tones, and even electromagnetic signals. It serves as both an art form, and a means of communication, expressing emotions, preserving history, and reflecting their unique relationship with music.&lt;br /&gt;
&lt;br /&gt;
Typically, they create it from their own bodies, using vibrations and electromagnetic waves – they are able to emit harmonics through their biomass, creating patterns that can be felt as much as hard. In instances where sound cannot be heard, such as the cold grasps of space, Dionae use electromagnetic signals to produce music that resonates both mentally and physically. This allows them to share complex emotions and ideas with one another, even across vast distances. While they themselves are their primary instruments, Dionae are also known to use their surroundings to enhance their music; shaping their biomass into resonance chambers that amplify and modulate sound, or using their tendrils as string-like instruments to produce intricate melodies. In some instances, it has been observed that Dionae use hollow logs, rocky surfaces, or even asteroid craters, as part of their compositions. &lt;br /&gt;
&lt;br /&gt;
[[Dionae]] music varies depending on its purpose and setting, with communal performances known as Echo Chants; typically involving the synchronisation of their vibrations to create layered harmonies, and more likely seen during significant events – or during sermons held the Eternal. These symphonies are typically inspired by the rhythms of nature, with compositions mirroring the sounds and movements of their surroundings, like the slow pulse of radiation waves in space, or the busy hustling of Mendell City. Environmental cues are critical to enhance the intention of the music, layering with existing carcophonies and bringing them into harmony.&lt;br /&gt;
&lt;br /&gt;
Music has also become a method of preserving experiences and history, besides physical sharing of such through merging and absorption. It serves purposes beyond merely artistic expression – it has become a method of communication, and plays a role in encapsulating their experiences, environments, and perspectives of the Orion Spur. It is seen across Dionae as a universal language and a reflection of one’s journey through existence; whether created by a vast network of Dionae, or an isolated Nymph. Music is intertwined with the species. Life without it, or being unable to grasp it, understand it, or truly appreciate it, is a life not worth living according to the majority of the species. &lt;br /&gt;
&lt;br /&gt;
==Language and Communication==&lt;br /&gt;
&lt;br /&gt;
===Verbal Language=== &lt;br /&gt;
&lt;br /&gt;
Unlike most other species of the Spur, Dionae are grown already knowing their native language, Rootsong. Rootsong is spoken through a combination of sounds created by limbs, membranes, and movement that all come together to create a “song” that can be understood as words and sentences. To the uninitiated, these sounds tend to sound more &amp;quot;natural&amp;quot;, with many comparing their songs to an orchestra of leaves rustling in the wind, branches rubbing together, and sometimes softer instrumental sounds such as a noise akin to a flute. Emotion and intent can be understood through the pitches and speed of the sounds, with faster, lighter pitches used for happier words, and lower, slower pitches for more negatively-inclined words. Dionae are capable of comprehending and oftentimes speaking a plethora of languages found throughout the Spur, although they can have some difficulties with speaking languages that require certain facial features or body parts used in motions and gestures whilst speaking. To overcome this Dionae are capable of growing or designating a Nymph to create a mimicry of what they’re missing, such as by designating a Nymph to act as a tail to assist them in speaking certain languages or using biomass to create appendages that can act as fingers for sign language.&lt;br /&gt;
&lt;br /&gt;
===Non-Verbal Language===&lt;br /&gt;
&lt;br /&gt;
Dionae possess a rich system of non-verbal communication that complements Rootsong and is deeply tied to their biology and collective nature, enabling them to convey their emotions, intentions, and information in ways that are both practical and expression – where physical gestures play a significant role. Tendril movements, such as curling, waving, or pointing, convey intent or emphasis; which is further solidified by chirrups or brief crescendos. Dionae will even go so far as to mimic the gestures of body language of another species, as a means to lower conflict – or even create a false sense of security. Therefore, when interacting with other species, Dionae adapt their non-verbal cues to establish rapport – mimicking the gestures and in some circumstances even the expressions (at least to some extent). Some examples may include: &lt;br /&gt;
*Raising a tendril, and curling it into a loop is typically indicative of curiosity. &lt;br /&gt;
*Mimicking the posture, or stance, of another is generally construed as a Dionae being willing to engage. &lt;br /&gt;
*Tapping something, or someone, in a repetitive manner is usually seen as agreement, or an indication of acknowledgement. &lt;br /&gt;
*Closing oneself, or crossing tendrils, is an indication that a Dionae is unhappy, or not willing to engage. &lt;br /&gt;
*Extending a tendril, but stopping prior to physical contact, is typically seen as an invitation to engage. &lt;br /&gt;
&lt;br /&gt;
==Intrinsic Traditions==&lt;br /&gt;
&lt;br /&gt;
Dionae are the opposite of creatures of habits – continuously seeking new experiences – though they possess deep-seated instincts that guide many of their lifecycle events, blending the biological necessity within them with the cultural significance of their actions; these intrinsic traditions, such as returning to their growing grounds, absorbing deceased gestalts, and forming new gestalts, are pivotal to their identity, and survival. One of the most profound instincts is a Dionae’s compulsion to return to their birthing grounds – particularly when nearing the time to spread one’s seeds. It is viewed largely as a sacred act, symbolising their roots and continuity – and the journey may be dangerous, particularly if their original site cannot be accessed, or become inhospitable – such as [[Rueltab|Rueltab I]]. Many accept the risk, it is a biological instruction, which only those with extremely strong willpower can resist. &lt;br /&gt;
&lt;br /&gt;
Similarly, death among [[Dionae]] is not seen as an end, but as a transformation. When a gestalt dies, nearby Dionae are instinctively driven to absorb its biomass. This act transfers not only physical nutrients, but also the deceased’s memories, skills, and experiences, enriching the collective – the absorption is viewed as a way to preserve the legacy of the deceased, ensuring their knowledge and traits endure within the greater collective – such as a cluster, or even a gestalt. However, if the deceased contains traumatic memories or harmful genetic material, the process may be met with hesitation, often requiring communal deliberation. &lt;br /&gt;
&lt;br /&gt;
Another intrinsic tradition of a Dionae is merging, where the formation of a gestalt is a significant milestone for Nymphs. Before merging, Nymphs instinctively explore their surroundings, gathering experiences, and genetic material where possible, to prepare for their transition and understand the environmental situation – it is a calling within Nymphs, an overwhelming urge to seek numbers. A Nymph in isolation does not fare well and rarely will survive in the long term. Dionae are social creatures, a biological program that heavily encourages seeking others. When the time comes, Nymphs will gather and merge in a process guided by instinct; which has now become a “rite of passage” among the species, with already formed gestalts typically celebrating it, bearing witness to the process, and welcoming them.&lt;br /&gt;
&lt;br /&gt;
==Social Structures== &lt;br /&gt;
&lt;br /&gt;
Social structures of Dionae are typically shaped by their [[Dionae Mindtypes|mindtypes]], and collective nature, with the observed phenomenon of older, wiser gestalts naturally taking on advisory roles, while younger, more mobile gestalts handle practical tasks. Within each gestalt, a Nymph will take on a specific role to ensure the collective thrives – which further translates to other types of gestalts; each specific to the mindtype to which they were formed, some perform communication, others as limbs – each necessary for the further survival, and existence, of the collective.  In larger settings, such as a Colossus, or Cetus, Dionae may even have designated roles. Generally, the greater mobility a Dionae wields the higher the likelihood they will be within a practical role; gathering resources for the greater collective. In observations regarding [[Dionae]] behaviour, it has been noted that the species tends to rely on those with more experiences or those older, as leaders – even shepherds to a degree. &lt;br /&gt;
&lt;br /&gt;
Conflict within communities of Dionae is rare, but not unheard of. When disagreements arise, many may instinctively seek to find common ground or rest at some conclusive agreement – with Elders often mediating disputes, thought to hold wisdom so as to propose fair resolutions. In very rare circumstances, Dionae may seek violence as a resort, but, as the age-old proverb, it is a last resort – and in such instances, violence among Dionae may be brutal. This is particularly seen within the [[Covenant of Xrim]], where disagreements on Glorsh-Omega spurred a conflict that left many dead. The violence capable of being inflicted by a Dionae is not one that should be thought to be minor, when cornered into violence, they will ensure they win through any means necessary. &lt;br /&gt;
&lt;br /&gt;
In multi-species societies, Dionae adapt their social structures to align with the cultures they interact with, whilst retaining similar values. The species’ flexibility and focus on diplomacy first makes them valuable members within various communities – in some instances, however, their violence can be utilised to the benefit of any particular host; as seen within the Dionae across [[Moghes]], exposed to the horrific trade, and forced to perform violence under pressure by unsavoury elements within the Wastelands. However, most social structures are still guided by [[Dionae Mindtypes|mindtypes]] and instincts, which allows them to navigate complexities associated with their collective, and individual, identities while maintaining something resembling unity. &lt;br /&gt;
&lt;br /&gt;
==Identity and Self-Expression== &lt;br /&gt;
&lt;br /&gt;
Identity is deeply personal and shaped by the accumulation of experiences, environments, and decisions that Dionae have made throughout their lives. Unlike many species, their identities are fluid, evolving with every encounter or absorbed memory; this adaptability allows them to explore themselves in a way that is both introspective and outwardly expressive. Their sense of self begins as a Nymph – particularly shaped by exploration, as Nymphs venture into their surroundings, learning from what they encounter and absorbing traits and knowledge from the world around them. These formative experiences create a foundation for their personality, and guide their future decisions – some may form a strong sense of curiosity, exploring relentlessly, while others may develop introspective tendencies, spending time processing the intricacies of their environment. &lt;br /&gt;
&lt;br /&gt;
One of the more important aspects of a Dionae’s identity is their name; they serve as living records of their experiences, and often evolve over time, reflecting major events or changes in their lives. These names are deeply significant, acting as milestones that define who they are, and what they value. However, Dionae often adapt their names in simpler forms when interacting with others, keeping the full version as a private reflection of their life’s journey – only sharing it with fellow Dionae or highly trusted non-Dionae.&lt;br /&gt;
&lt;br /&gt;
Dionae also express themselves through their physical forms, using their ability of mimicry to reshape their biomass as a medium for individuality – these adaptions often reflect their emotions, experiences, or the environments they have lived in. [[Dionae]] within harsh, rocky terrains might adopt a rugged, and angular form, while one who has spent time in lush forests might elect a form that resembles the free-flowing nature of the local flora. These physical changes not only communicate their past but also act as a form of self-expression, showcasing their experiences or highlighting a moment of pride or personal growth. &lt;br /&gt;
&lt;br /&gt;
==Taboos== &lt;br /&gt;
&lt;br /&gt;
Dionae hold certain behaviours as deeply taboo, across the Orion Spur – regardless of origin, or beliefs – these prohibitions are rooted in their biology, culture, and even their very existence; breaking these taboos can lead to significant consequences, as the represent the violations of the very foundation of Dionae. One of the most serious taboos among Dionae is the abandonment of Nymphs. Neglecting or deliberately leaving them without guidance is considered a grave betrayal – the species instinctively cares for their young, ensuring they have the resources and mentorship needed to grow, and gather experiences as a gestalt. Failing in this duty is viewed as rejecting their species’ core values, and communities that uncover such neglect may ostracise the responsible parties, or require them to adopt and nurture other Nymphs as a means of atonement. &lt;br /&gt;
&lt;br /&gt;
Further, the forced separation of a gestalt is a contentious subject. Though they represent the sacred union of Dionae, and forcing them to separate against their will is usually seen as both physically and emotionally destructive, some groups among Dionae have sought it fit to utilise it so as to control Dionae that don’t exactly “adhere” to societal norms – with some non-Dionae even practising such, like the Nralakk Federation. Though it is known such separations can fragment memories and identities causing irreversible damage, this does not prevent these actors from continuing the practice. Most Dionae are of the belief that a gestalt is given autonomy to decide if, and when, they wish to separate, and interfering with this process is considered a violation of the species’ values.&lt;br /&gt;
&lt;br /&gt;
Lastly, Dionae hold the preservation and sharing of knowledge sacred, considering how intertwined it is with [[the Eternal]] – making the withholding or destruction of knowledge a significant taboo. Since much of their societies across the Spur, at least as is currently known, revolves around shared memories and collective growth, hoarding knowledge or refusing to contribute it to the community is seen as selfish and dangerous – Offenders may face exile, or be required to reintegrate their experiences into the collective, ensuring no wisdom is lost. This comes at odds in some situations; megacorporations have long feared that Dionae may share information, corporate secrets or other sensitive data – which has led to the institution of non-authorised mergings being banned for those that hold such data. The same goes for those in positions of power within other groups, such as the [[Nralakk Federation]] or the [[Republic of Biesel]]. &lt;br /&gt;
&lt;br /&gt;
==Voidic Proto-Culture== &lt;br /&gt;
&lt;br /&gt;
Voidic Proto-Culture encompasses the oral traditions, behaviours, and beliefs of feral or wild Dionae that inhabit open space. These gestalts, referred to collectively as &amp;quot;The Voidic,&amp;quot; have developed a distinct culture shaped by the unique challenges and vastness of space. Despite environmental and physiological factors leading to its wide distribution, Voidic culture is remarkably uniform. This is largely due to the decentralised Rootsong Network that allows for long-distance communication and the shared lifespan of these entities.&lt;br /&gt;
&lt;br /&gt;
Voidic Dionae possess a perception of existence that lacks the typical distinctions between living and non-living or sapient and non-sapient. To them, the universe consists of objects either in states of action or inaction, encompassing everything from celestial bodies like asteroids and stars to other species and themselves. This perspective leads Voidic Dionae to refer to themselves and others using object pronouns in the third person. For example, a Voidic gestalt might refer to itself as &amp;quot;this object&amp;quot; or &amp;quot;this entity.&amp;quot; This reductive view often makes Voidic Dionae seem detached or even amoral to other species, as their perspective lacks the emotional and moral frameworks familiar to most sapient beings. They perceive themselves not as individuals but as emergent concepts formed from the amalgamation of their constituent parts. This perception also extends to other species, whom they interpret as collections of beliefs, concepts, and ideas rather than discrete beings. Unless the notion of ego or personhood is explicitly explained to them, Voidic Dionae treat others as conceptual entities. Consequently, Voidic Dionae do not use social masks or filters in communication; their speech is raw, unfiltered, and represents a pure consensus.&lt;br /&gt;
&lt;br /&gt;
Through Rootsong, the Voidic Dionae communicate with each other, a language that works across the electromagnetic spectrum as well as through sound. By transmitting information in a vacuum, they are able to build a decentralised network of communication that stretches over enormous distances. In spite of the vast distances between Voidic Dionae, Rootsong&#039;s functionality ensures that they are still able to communicate, even if they are separated by immense space. However, messages are delayed by distances between them. As a result of the usage of this form of communication, Voidic Proto-Culture has become uniform while simultaneously proving to be resistant to change. The Voidic Dionae are able to detect radiological phenomena, both natural and artificial, in addition to using Rootsong. Because of their ability to sense the universe intuitively, they are able to traverse it with ease, and large gestalts play a critical role as communication hubs in this network. As a result of their size and radiological capacity, they are capable of intercepting and amplifying Rootsong transmissions, ensuring a steady connection between distant gestalts at all times.&lt;br /&gt;
&lt;br /&gt;
Voidic Dionae possess a perception of time and existence that stretches far beyond that of most species. Their natural longevity and the enduring influence of ancient gestalts have instilled a temporal perspective that dwarfs the lifespans of other beings. Voidic Dionae often refer to other species as &amp;quot;Temporals&amp;quot;, acknowledging their fleeting existence in comparison to the Dionae’s own enduring presence. However, individual Voidic gestalts interpret Temporals differently. Some Voidic Dionae are curious about Temporals, viewing their short-lived cultures and rapid technological advancements as fascinating. Others are empathetic, having intercepted unencrypted electromagnetic or radiological transmissions from their machinery, which provide glimpses into their thoughts and emotions. However, many Voidic Dionae remain indifferent or dismissive, perceiving Temporals as transient phenomena with no long-term significance. Despite this varied perspective, most Voidic Dionae agree that Temporals are worth investigating, as their technological achievements far surpass those of the Dionae, and their actions increasingly regulate Dionae movement through claimed space.&lt;br /&gt;
&lt;br /&gt;
Voidic Dionae demonstrate a unique approach to language, shaped by the nature of Rootsong and their perspective on existence. While they can learn other species’ languages quickly through merging, genetic absorption, or conventional methods, they often struggle to use these languages organically. Instead, they adapt their speaking style to mimic the structure of Rootsong, resulting in a peculiar, consistent manner of speech across all languages. Voidic Dionae refer to themselves and others using object pronouns in the third person. Phrases such as “this collective” or “the consensus” are commonly used to denote themselves, especially when multiple gestalts occupy the same space. They also place immense importance on names and titles, often avoiding nicknames or abbreviations in favour of full, formal names. Their communication is verbose, employing lengthy descriptions and a diction that fluctuates between archaic, poetic, and utilitarian tones. Unlike most species, which prioritise brevity for convenience, Voidic Dionae indulge in their lengthy speech patterns, taking their time to express ideas unless immediate action is required.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Dionae_Lore&amp;diff=35071</id>
		<title>Template:Navbox Dionae Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Dionae_Lore&amp;diff=35071"/>
		<updated>2025-01-01T15:14:47Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
&lt;hr /&gt;
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{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#907E4A&amp;quot; | [[:Category:Dionaea|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Dionae Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Species&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Dionae]]  ·  [[Dionae Forms]]  ·  [[Dionae Mindtypes]]   ·  [[Dionae Biology]]  ·  [[Dionae Out-Of-Character]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Locations, Planets &amp;amp; Systems&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xrim]]  ·  [[Hieroaetheria]]  ·  [[Rueltab]]  ·  [[Mictlan#Dionae_on_Mictlan|Primitive Sirens of Mictlan]]  ·  [[Eternal Gardens]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Conglomerates &amp;amp; Factions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Dionae in the Federation]]  ·  [[Moghresian Dionae| Dionae in the Hegemony]] ·  [[Vaurcae &amp;amp; Dionae]] ·  [[The Narrows]] ·  [[The Underhive Collective]] ·  [[Pactolus Exploration League]] ·  [[The Voidtamer Confluence]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Culture, History &amp;amp; Society&lt;br /&gt;
| align=&amp;quot;left | [[Dionae Culture]] ·  [[Notable Dionae]]  ·  [[Dionae Space Capabilities]]  ·  [[Dionae History]]  ·  [[The Eternal]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Lore Arcs&lt;br /&gt;
| align=&amp;quot;left | [[Omnivirate&#039;s Providence]]  ·  [[Magna Expansio Unionis]] · [[They Who Hath Become Lord Arc]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=35060</id>
		<title>Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Dionae&amp;diff=35060"/>
		<updated>2024-12-29T12:58:39Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Overview */&lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:DionaeMainpage.png|1000px|The cold, desolate void of space, the only home Dionae have always known.|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
A race of fungoid creatures, the Dionae are a unique blend of biological and intellectual capabilities that distinguishes them from other known life within the Orion Spur, or the greater galaxy. With a physical resemblance to slugs, they have the ability to form &amp;quot;gestalts&amp;quot; which are complex, collective entities that enhance cognitive abilities and perform more intricate tasks than in their baseline forms. They may also exhibit sophisticated behaviour, showcasing a collective intelligence that evolves with the number of Dionae within a gestalt. Dionae have the ability to gain information through genetic absorption; meaning they are able to assimilate knowledge and skills from a genetic sample, allowing them to gain knowledge through biological interaction. This has allowed Dionae to rapidly adapt to the societies present within the Orion Spur. Dionae rely on radiotrophy, in which they derive energy for growth and sustenance from ionizing radiation. Dionae convert radiation into usable chemical energy, which in turn allows them to survive in otherwise inhospitable environments as long as radiation exists. &lt;br /&gt;
&lt;br /&gt;
=== Heads of Staff === &lt;br /&gt;
&lt;br /&gt;
Dionae can be the following Heads of Staff:&lt;br /&gt;
&lt;br /&gt;
* [[Executive Officer]]&lt;br /&gt;
&lt;br /&gt;
* [[Research Director]]&lt;br /&gt;
&lt;br /&gt;
* [[Chief Engineer]]&lt;br /&gt;
&lt;br /&gt;
* [[Chief Medical Officer]] &lt;br /&gt;
&lt;br /&gt;
* [[Operations Manager]]&lt;br /&gt;
&lt;br /&gt;
=== Mechanics ===&lt;br /&gt;
&lt;br /&gt;
*Access to the species&#039; unique language, Rootsong with,q prefix.&lt;br /&gt;
*Lives off of light and radiation, will take damage and eventually die if they lack either for too long&lt;br /&gt;
*Heals damage while in light or radiation.&lt;br /&gt;
*Not affected by lack of atmosphere or pressure.&lt;br /&gt;
*Inability to run.&lt;br /&gt;
*Can split a nymph from their gestalt and control it. Can also switch between the split nymph and original gestalt at will, as well as still hear what’s happening near the other.&lt;br /&gt;
*Can split completely into several nymphs through an ability or when they take too much damage, as well as reform into a gestalt with enough biomass.&lt;br /&gt;
*Can regrow limbs with enough nutrients and while exposed to light or radiation, faster with radiation.&lt;br /&gt;
*Can devour certain creatures and objects by grabbing them, aiming for the mouth, and clicking yourself.&lt;br /&gt;
*Can use the Create Structure verb to form their biological mass into a wall, floor, or glowing bulb.&lt;br /&gt;
*In an emergency can absorb the local atmosphere for nutrients.&lt;br /&gt;
*Can be stunned with a flash, causing them to fall down for a few seconds. Cannot be protected against with normal equipment due to the nature of a Dionae’s eyes.&lt;br /&gt;
&lt;br /&gt;
{{Infobox Diona&lt;br /&gt;
|Species    = Dionae&lt;br /&gt;
|Scientific = D. Primis&lt;br /&gt;
|Image   = Dionae410x320.png&lt;br /&gt;
|Language = Rootsong&lt;br /&gt;
|Factions = [[Xrim]], [[Hieroaetheria]], [[Moghes]], [[Nralakk Federation]], [[Mictlan|Primitive Sirens]], [[Vaurcae &amp;amp; Dionae|Titan Prime]] and [[Minor Dionae Factions|Others]]. &lt;br /&gt;
|Location = Everywhere&lt;br /&gt;
}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
&lt;br /&gt;
=== Forms ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae Forms]]&lt;br /&gt;
&lt;br /&gt;
The process of merging and separation for Dionae is a rather strenuous affair, taking both a significant amount of time and energy. Nymphs are considered the smallest form, however, Nymphs are Dionae in their &#039;baseline&#039; form. Nymphs will then typically come together to form larger structures, a process which can span several hours, sometimes days for the larger forms. The majority of Dionae exist in Cyclops-forms, which is a bipedal, human-like formation. Before a formation is made, Dionae will typically gorge themselves on biomatter, and supplement themselves with radiation, as a method of ensuring that the stockpiled energy and resources needed for the demanding process are not exhausted at the end. In contrast to merging, there is separation. It is a rare, drastic measure typically reserved for situations where survival seems unlikely. It is a traumatic process, and very rarely done. Sustained, repeatedly separation may lead to the loss of knowledge, and even the loss of life in some circumstances.&lt;br /&gt;
&lt;br /&gt;
=== Mindtypes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae Mindtypes]]&lt;br /&gt;
&lt;br /&gt;
Dionae, dissimilar to other sophonts, have personalities formed from the unique interplay of the biological and cognitive characteristics exhibited in the species: mindtypes. Mindtypes are essentially the personality of the collective gestalt and often involve how the Dionae presents itself to others. Mindtypes represent the myriad of ways in which gestalts process information, form identities, and develop consciousness. The formation of a mindtype is influenced by several factors, including the method in which they merged, continued separation of Dionae, the accumulation of experiences, and the manner in which these memories or experiences are shared or retained within the gestalt. There are several different types of document mindtypes, with more still being discovered as time marches on.&lt;br /&gt;
&lt;br /&gt;
=== Physiology ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae Biology]]&lt;br /&gt;
&lt;br /&gt;
The lifespan of Dionae is not determinable, with some living for minutes and others for millennia. The species is categorized into six critical stages, which do not necessarily follow a linear timeline. The stages include Gesnatio, Coeus, Medio, Geras, Vetus, and Penuma. Each stage has distinct characteristics, such as the growth of chitin, and increased pain tolerance. The stages are influenced by contextual circumstances, such as environmental factors and the formation of a Gestalt. Dionae have a unique ability to absorb genetic material from other species, allowing them to modify their genome and adapt to new environments. This process, known as genetic assimilation, can also result in the unintentional absorption of harmful genes. Additionally, Dionae can mimic the neural structures of other organisms, which can result in the transfer of memories and skills but also carries risks such as the transmission of neurological pathologies. Dionae also exhibit genetic and environmental mimicry, allowing them to adapt to their surroundings by mimicking the appearance and traits of other species. This ability is studied by various organizations across the Spur, including the Skrell and Zeng-Hu Pharmaceuticals. Overall, the complex life cycle and unique abilities of Dionae make them fascinating and potentially valuable subjects for research and study.&lt;br /&gt;
&lt;br /&gt;
=== Psychology ===&lt;br /&gt;
&lt;br /&gt;
Dionae differ incredibly compared to other species in terms of their emotions and psychology; primarily in how it affects each nymph and how it would be displayed in a gestalt. Dionae feel a myriad of diverging reactions to certain issues - which is what sets them apart from others. When a Nymph first becomes sentient, and the ability to grasp more intricate and complicated ideas becomes easier, there is a rare chance for complications to arise which are deemed ‘cognitive obstacles’ and can easily be seen as mental disorders. Cognitive obstacles parallel mental illnesses that frequently find themselves rooted within other species across the Orion Spur. These cognitive obstacles affect Dionae uniquely in the sense that each nymph can experience these differently from another. Dionae can form cognitive obstacles similar to that of Post Traumatic Stress Disorder, Anxiety, and Tourettes. It can be expected that Dionae that fall into this category of cognitive obstacles will have bursts of unintended chirps, additionally coinciding with spasms. Some have noted that they have intense bouts of paranoia and periods where they will experience an existential crisis.&lt;br /&gt;
&lt;br /&gt;
Dionae can also form cognitive obstacles similar to that of various depressive disorders. These are often seen as a mortal danger - where if an individual nymph begins to feel symptoms similar to depressive disorders, such as intense periods of feeling impending doom or simply feeling lifeless, will eventually spread these thoughts through a gestalt which will eventually perish. Nymphs that are deemed a hazard to the entire gestalt are usually cast and left to find a treatment or possibly perish if unable to find or receive one. Splitting Disorder is a temporary disorder that occurs in gestalts that have split off into smaller forms. The disorder is characterized by increased anxiety within the Dionae at being apart from each other and intense fear that harm might befall one of the split forms, getting worse the longer the gestalt is split. This fear of danger varies from gestalt to gestalt, with some split forms being “braver” than others. Splitting Disorder can temporarily be relieved by brief re-merging via physical contact. This usually appears to other species as close hugs or hand-holding followed by the happy chirping of the nymphs within the gestalt. It can be permanently cured by a full re-merging or after a long period of separation through long periods of separation can instead turn into a depressive disorder. The death or injury of a split partner tends to be extremely traumatizing for the other Dionae, with the level and manner of the trauma dependent on each nymph, with some being “braver” than others.&lt;br /&gt;
&lt;br /&gt;
== Culture == &lt;br /&gt;
&lt;br /&gt;
=== Language ===&lt;br /&gt;
Unlike most other species of the Spur, Dionae are grown already knowing their native language, Rootsong. Rootsong is spoken through a combination of sounds created by limbs, membranes, and movement that all come together to create a “song” that can be understood as words and sentences. To the uninitiated, these sounds tend to sound more &amp;quot;natural&amp;quot;, with many comparing their songs to an orchestra of leaves rustling in the wind, branches rubbing together, and sometimes softer instrumental sounds such as a noise akin to a flute. Emotion and intent can be understood through the pitches and speed of the sounds, with faster, lighter pitches used for happier words, and lower, slower pitches for more negatively-inclined words. Dionae are capable of comprehending and oftentimes speaking a plethora of languages found throughout the spur, although they can have some difficulties with speaking languages that require certain facial features or body parts used in motions and gestures whilst speaking. To overcome this Dionae are capable of growing or designating a Nymph to create a mimicry of what they’re missing, such as by designating a Nymph to act as a tail to assist them in speaking certain languages or using biomass to create appendages that can act as fingers for sign language. &lt;br /&gt;
&lt;br /&gt;
=== Naming ===&lt;br /&gt;
&lt;br /&gt;
The naming conventions of Dionae are as diverse and intricate as the beings themselves, varying significantly depending on the origin of the gestalt. Unlike other sophonts within the Orion Spur, in which there exists a conventional naming system that generally is applied to all members of the species, Dionae are deeply rooted in their experiences, emotions, actions or ideals, in which their names serve as a reflection of their identity. They are highly fluid, changing as the Dionae evolves and undergoes new experiences, and can be both literal and metaphorical in nature. A Dionae&#039;s name might stem from daily routines, significant memories of interactions with others, particular fascinations or emotions, unique locations where important events occurred, or even distinctive physical features. The broad range of inspirations indicates there exists no limit to the length or complexity of a Dionae&#039;s name, through for practical reasons, they are typically shortened to make them more manageable in written form.&lt;br /&gt;
&lt;br /&gt;
=== Voidic Dionae ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Voidic_Proto-Culture|Voidic Proto-Culture]]&lt;br /&gt;
&lt;br /&gt;
Voidic Proto-Culture refers to the oral traditions, behaviours, and beliefs held by feral or wild Dionae gestalts that exist within the vast expanse of open space. These gestalts, often removed from the influence of more structured and technologically advanced societies, develop a unique cultural framework shaped by the harsh and isolating conditions of their environment. Despite the vast distances and isolation inherent in space, the Voidic Proto-Culture is remarkably widespread and uniform among Dionae, indicating a deep-seated set of survival strategies and shared understandings. Among the Dionae, this proto-culture is known simply as the Voidic.&lt;br /&gt;
&lt;br /&gt;
=== Terrestial Dionae ===&lt;br /&gt;
&lt;br /&gt;
Unlike their voidic counterparts, terrestrial Dionae do not have a uniform culture. It is heavily dependant on the origin of the gestalt, this variation stems from the wide range of environments, societies and experiences encountered by the Dionae living on different planets or within other terrestrial settings such as the Pests of Titan Prime. As a result, the cultural practices, beliefs, and behaviours of such Dionae are as varied as the worlds they inhabit. There is a complex integration of ecological, social, and historical influences that give rise to these unique cultures across the planets of the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
=== The Eternal ===&lt;br /&gt;
[[File:Eternal.png|thumb|alt=Eternal Icons.|From left to right: Symbol of the Iron Eternal, symbol of the Orthodox Eternal, symbol of the Omnivirate, symbol of the Ichor Eternal.]]&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[The Eternal]]&lt;br /&gt;
&lt;br /&gt;
The Eternal has spread far and wide across the Orion Spur. It is largely considered the most influential organisation within Dionae society, having branched into three different Schools of Thought that each has its own interpretation of the Eternal; ranging from ingesting blood to augmenting oneself with biotechnology to transcend into a reality with the Eternal in accordance with their faith. Othrodox Eternal is the most followed branch of the religion, followed by the Iron Eternal, and lastly the Ichor Eternal. Operating as an interstellar theocracy, headed by the Omnivirate, they call for all Dionae to follow the Eternal, and pledge themselves to it.  The future of the faith is uncertain as it continues to develop and evolve from its circumstances in the Orion Spur. &#039;&#039;&#039;The majority of Dionae are well acquainted with the Eternal, with it being a facet of life in most factions. It is advised for players to familiarize themselves with it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Dionae History]]&lt;br /&gt;
&lt;br /&gt;
Dionae have a varied history, with three defined instances of first contact with the [[Skrell]]. Humans and the [[Unathi]]. Though these first contact situations each differ, they all led to the fundamental discovery of the species in a new capacity; the [[Skrell]] sought to use the species as a stop-gap measure as they built a new society without the incorporation of artificial intelligence, in the wake of the reign of Glorsh-Omega and the Genophage. They were integrated and subsequently became an integral component of the Nralakk Federation in the decades following their discovery. However, their ability to act as a replacement for the lost workforce of the Federation was merely one element of their abilities. &lt;br /&gt;
&lt;br /&gt;
The discovery of the [[Rueltab|Rueltab Titan]] brought forward an era of concern regarding the presence of Dionae. A joint Human-Skrell expedition into [[Rueltab]] turned into a gruesome conflict following the destruction of the SAMV Ophion as a result of the largest conglomerate of Dionae to ever, and likely have ever existed in the Orion Spur, launched an attack on the expedition. This attack ultimately changed the view of Dionae for many within the Orion Spur, and after the attack surviving gestalts were forced into servitude to repay the [[Solarian Alliance]] reparations for their actions. The ensuing years saw Dionae proliferate across the Orion Spur as they found themselves assisting the [[Solarian Alliance]] in bolstering their colonisation forces in some instances. Following the discharge of their debt, many found themselves within the [[Republic of Biesel]], building themselves a life from the scattered remnants of the Rueltab Titan.&lt;br /&gt;
&lt;br /&gt;
The caution concerning Dionae only began to wane upon the discovery of their biological abilities to essentially terraform upon the unearthing of the species on [[Moghes]]. Though it is unknown how they came to arrive to the irradiated wastelands, their beneficial presence largely discounted any such further enquiry. In a matter of months, areas highly populated with Dionae and previously thought to be uninhabitable as a result of the overwhelming presence of radiation began to transform into many oases in the growing wasteland. Soon thereafter, Dionae found themselves embedded within some of the Unathi Clans, but also captured and forced into servitude similar to the survivors of the [[Rueltab|Rueltab Titan]].&lt;br /&gt;
&lt;br /&gt;
In recent times, Dionae have established themselves as a species within the Orion Spur that wishes to have presence on the interstellar stage. [[The Commonwealth of Hieroaetheria]] is one such example, as well as the [[Covenant of Xrim]]. Both are among the only known instances of communities having been created, and sustained, by Dionae. Though, the former more prominent than the latter, considering the vassalage of the Covenant of Xrim with the Nralakk Federation. Only time will tell whether they truly integrate within the greater Spur, besides merely being a population encompassed by the other factions present within the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
== Major Factions == &lt;br /&gt;
&lt;br /&gt;
=== Primitive Sirens of Mictlan ===&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Mictlan&lt;br /&gt;
|System = Sankta Tereza&lt;br /&gt;
|Image = Mictlan flag new.png&lt;br /&gt;
|Sector = [[Corporate Reconstruction Zone]]&lt;br /&gt;
|Capital = Arequipa&lt;br /&gt;
|Species = Human, [[Skrell]], [[Unathi]], [[Diona]], [[IPC]]&lt;br /&gt;
|Languages = Tau Ceti Basic, Tradeband, Sol Common&lt;br /&gt;
|Demonyms = Mictlani&lt;br /&gt;
|Nation = [[Republic of Biesel]]&lt;br /&gt;
|Former = [[Sol Alliance]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Mictlan]]&lt;br /&gt;
&lt;br /&gt;
Rooted within the emigrants from [[Rueltab]], following the completion of their debt as a result of the Rueltab Incident, Dionae have nestled themselves within their own city of “Fallowed Meadows” in the Mictlani Sertão. However, different from other Dionae settlements across the Orion Spur, the Primitive Sirens follow an ideology of technophobic primacy, where they deny themselves the pleasures and convenience of advanced technology to ensure the preservation of the true tenets of a Dionae – connection to nature, and to themselves. Though their foundations remain the same, the Primitive Sirens have evolved their approach to their understanding, and assimilated themselves within Mictlani society, to a degree, of course. Following the cornerstone of gaining experience, the Primitive Sirens regularly leave the Fallowed Meadows and work in the surrounding Mictlani cities, most of the time forming the basis of the cities’ common labourers – construction workers, operations employees and even farmhands.&lt;br /&gt;
&lt;br /&gt;
=== Commonwealth of Hieroaetheria ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Hieroaetheria]]&lt;br /&gt;
&lt;br /&gt;
Standing as a beacon of interstellar cooperation and unity amidst the vast expanse of the Spur and its political system, the Commonwealth of Hieroaetheria represents a collaborative effort to foster mutual prosperity and security for the Dionae of the planet; at its core lies a commitment to diplomatic dialogue, economic integration and collective defence, aimed at ensuring stability and progress for all member entities. Hieroaetheria is unique in that it is amongst one of the few planets within the Spur dominated primarily by Dionae, but with varying views on their existence. There currently exists three factions within the Commonwealth of Hieroaetheria; [[The Consortium]], who strives to realize the principles of freedom, equality and fairness; The [[Eternal Republic of the Ekane]], who are religious fanatics that do not take kindly to non-Dionae or heresy; The [[Union of Gla&#039;orr]], a nationalistic entity that seeks to prove the supremacy of Dionae, and the inferiority of non-Dionae.&lt;br /&gt;
&lt;br /&gt;
=== Mourning Survivors of Rueltab ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Rueltab]]&lt;br /&gt;
&lt;br /&gt;
The resting place of the largest formation of Dionae, the Last Vociferation of The Superlative Consensus, a Titan-class the size of Mars. Initial contact between Humanity and the Rueltab Titan resulted in the breaking out of a conflict that led to the destruction of the latter, forced to reside on Rueltab I and perform menial work to &#039;pay reparations&#039; for the damage that it had inflicted during First Contact. Rueltab I is a glorified landfill for the discarded refuse of the Solarian Alliance, the Dionae put to work scavenging anything salvageable in hopes of being relocated to more prosperous colonies within the Alliance. Many eventually were distributed across the Solarian Alliance as indentured workers, some establishing their own communities such as the Primitive Sirens of Mictlan, or the Hierophants of the Eternal Gardens. Those who remained on Rueltab, even following the collapse of the [[Solarian Alliance]], continue attempting to pay off their reparations, likely as a result of a unified guilt present in all those originating from Rueltab.&lt;br /&gt;
&lt;br /&gt;
=== Hierophants of the Eternal Gardens ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Eternal Gardens]]&lt;br /&gt;
&lt;br /&gt;
Having settled in District 11 following the discharge of their debt to the [[Solarian Alliance]], the Hierophants of the [[Eternal Gardens]] are mostly Dionae that have elected to pursue a life in accordance with one of the three branches of [[the Eternal]]. Within the centre of Eternal Gardens exists the Eternal Temple, amongst the largest religious monuments to the faith within the entirety of the Orion Spur. The way of life within District 11 is significantly influenced by the presence of the Eternal Temple, who often seek to run humanitarian campaigns to both improve the perspective of the species, but also uplift those in close proximity to the Temple. Though not considered a &#039;faction&#039; in the same way as others are, it arguably has the most influence over Dionae. The Omnivirate, the head of the theocratic order of the Eternal, deliberates on decisions that may ultimately change the direction of Dionae, seeking to insert themselves in most affairs that concern the species.&lt;br /&gt;
&lt;br /&gt;
=== Pests of Titan Prime ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Vaurcae_%26_Dionae|Pests of Titan Prime]]&lt;br /&gt;
&lt;br /&gt;
Having survived in the shadows within the Vaurcae Hiveship of Titan Prime for over half a millennia, the Pests of Titan Prime are believed to have originated from a Voidic Cetus travelling amongst the stars before colliding with the Hiveship – with stories told from the survivors of the original encounter recalling flight across clouds of hydrogen, refuelling themselves to continue their own journey before being vacuumed into the hydrogen harvesters of Titan Prime. Trapping them for the next five hundred years. They were subjected to repeated onslaughts by the Vaurcae of Titan Prime, having been forced to continuously split and reform to ensure their survival. There is a deep-rooted fear of the Vaurcae for the majority of the Pests of Titan Prime, with the arrival of Titan Prime to Tau Ceti mostly allowing them to flee and begin their lives anew elsewhere. However, there still exists a minority that have chosen to forgive the Vaurcae, and assist them in integrating themselves within the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
=== Servants of the Covenant ===&lt;br /&gt;
{{Infobox Planet&lt;br /&gt;
|Name = Covenant of Xrim&lt;br /&gt;
|System = Xrim&lt;br /&gt;
|Image = Covenant of Xrim Flag.png&lt;br /&gt;
|Sector = [[Notable_Skrell_Systems_and_Locations#Xrim|The Estuaries]]&lt;br /&gt;
|Capital = Sanctus &lt;br /&gt;
|Species = Dionae &lt;br /&gt;
|Languages = Nral&#039;Malic and Rootsong. &lt;br /&gt;
|Nation = [[Nralakk Federation]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Covenant of Xrim]]&lt;br /&gt;
&lt;br /&gt;
Within the deep frontier of the Nralakk Federation, the Covenant of Xrim exists in a precarious situation. Attempting to juggle their own internal strife, alongside ensuring amicable relations with its suzerain, Xrim&#039;s initial purpose significantly changed following the introduction of Dionae. With a history of religious conflict and a deep reverence to a now-departed artificial intelligence, Xrim has slowly begun to adapt to its new circumstances, at least in some regions of the planet, with others calling for an end to the Federation&#039;s control and subsequent return to their original roots. However, others call for a more systematic suppression of those calling for independence, seeking to align themselves closer to the Nralakk Federation so as to protect their positions of authority in its governance. &lt;br /&gt;
&lt;br /&gt;
=== Indentured Wanderers of Moghes ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[Moghresian_Dionae|Dionae in the Hegemony]]&lt;br /&gt;
&lt;br /&gt;
Concentrated primarily within the growing nuclear wastelands of Moghes, Dionae have become a unique demographic within the sphere of influence of the Izweski Hegemony. Having first established contact in the early 2450s CE, they have sought coexistence with the Unathi, primarily Wastelanders, in which they have been used to assist in surviving the wastelands thanks to their abilities to essentially clear radiation. Though they have become integrated within some Unathi Clans, mostly the Oasis Clans, they have also become an indentured workforce not dissimilar to those in [[Rueltab]]. It is not uncommon to see Dionae being traded as objects within the Wastelands, or being used for nefarious acts.&lt;br /&gt;
&lt;br /&gt;
=== Prisoners of the Narrows ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;See:&#039;&#039;&#039; [[The Narrows]]&lt;br /&gt;
&lt;br /&gt;
The Narrows was a penal ship, an initial footstep for Hephaestus Industries into punitive labour. However, a cataclysmic uprising resulted in the destruction of the Narrows, with almost no survivors. The only survivors were Dionae who had been sentenced aboard the penal ship. Through repairing and expanding, Dionae would seek to claim the Narrows as their own, reclaiming the expanse of the stars as they drifted throughout it. It now serves as one of the largest &#039;independent&#039; mining corporations within the [[Coalition of Colonies]], having significantly multiplied the vessel&#039;s previous mining abilities. Though loyalty to the Narrows is uncontested, there exists subsets that do not believe that the Narrows should associate with Hephaestus Industries, but instead to forge their own path. Dionae from the Narrows that find themselves on the SCCV Horizon are typically contracted by Hephaestus Industries unless one has sought fit to desert their origin.&lt;br /&gt;
&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Species]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pactolus_Exploration_League&amp;diff=34884</id>
		<title>Pactolus Exploration League</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pactolus_Exploration_League&amp;diff=34884"/>
		<updated>2024-12-08T15:50:47Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
&lt;hr /&gt;
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[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Pactolus Exploration League =&lt;br /&gt;
&lt;br /&gt;
Created in August 2466, the Pactolus Exploration League is a jointly run organisation by the Consortium of Hieroaetheria, and the Golden Deep, with the aim of exploring Pactolus, and eventually the greater Spur. Outlined in the Pactolus-Hieroaetheria Concordat, the Legaue shall seek to discover opportunities, identify new resources and further the knowledge of both States. It is governed by a body of equal representation from both the Consortium and the Golden Deep, in which decisions are made with the best interests of both parties in mind. It shall play a crucial role in the fostering of future relations between Dionae and Synthetics alike. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
== The Pactolus-Hieroaetheria Concordat ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Preamble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This concordat is made between the Consortium of Hieroaetheria (hereinafter referred to as “The Consortium”)  and the Golden Deep (hereinafter referred to as the “Golden Deep”). This agreement is intended to establish the foundation for cooperation, mutual benefit, and security between our two states, focusing on trade, exploration and technological collaboration. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article I: Hieroaetherian Bioterraforming Technology&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Consortium agrees to share its advanced bioterraforming technology with the Golden Deep under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 The technology will be utilized for the mutual benefit of both parties, specifically in the enhancement of environments within the jurisdiction of the Golden Deep; &lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall not sell, distribute, or share this technology with any third parties without explicit written consent from the Consortium; &lt;br /&gt;
&lt;br /&gt;
 A joint commission, comprising representatives from both the Consortium and the Golden Deep, will oversee the use of bioterraforming technology to ensure compliance with environmental and ethical standards.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article II: Establishment of the Pactolus Exploration League&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Pactolus Exploration League (hereinafter referred to as &amp;quot;the League&amp;quot;) shall be founded as a joint venture between the Consortium and the Golden Deep, with the following objectives:&lt;br /&gt;
&lt;br /&gt;
 To explore and chart the unexplored regions on Pactolus and its surrounding sectors; &lt;br /&gt;
&lt;br /&gt;
 To identify new resources, trade routes, and opportunities; &lt;br /&gt;
&lt;br /&gt;
 The League shall be governed by a body of persons, with equal representation from both states, ensuring that decisions are made in the best interest of both parties; and &lt;br /&gt;
&lt;br /&gt;
 All discoveries made by the League shall be shared equally between the Consortium and the Golden Deep.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article III: Establishment of the Corridor between Pactolus and Hieroaetheria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 A trade corridor shall be established between Pactolus and Titan’s Rapture, facilitating the free and secure movement of goods, services, and people.&lt;br /&gt;
&lt;br /&gt;
 Both parties agree to ensure the safety and security of this corridor, including the protection of merchant vessels and infrastructure; and&lt;br /&gt;
 &lt;br /&gt;
 The Consortium and the Golden Deep shall jointly manage the customs and trade regulations within the corridor to ensure fair trade practices and the prevention of smuggling or illegal activities.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article IV: Golden Deep Merchants in the Consortium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Merchants of the Golden Deep shall be permitted to establish commercial operations within the Consortium, under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 Merchants must adhere to the laws and regulations of the Consortium, including but not limited to trade, taxation, and labour laws; &lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall be responsible for ensuring that its merchants act in good faith and maintain the standards of conduct expected by the Consortium; &lt;br /&gt;
&lt;br /&gt;
 In return, the Consortium guarantees the protection of Golden Deep merchants and their investments within its borders.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article V: Establishment of the Titan’s Rapture Space Station&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall establish the HeartGold Concordia within Titan’s Rapture to aid in trade, exploration, and the protection of the corridor between Pactolus and Titan’s Rapture.&lt;br /&gt;
&lt;br /&gt;
 The HeartGold Concordia shall serve as a hub for commercial activity, providing facilities for trade, storage, and maintenance of vessels; &lt;br /&gt;
&lt;br /&gt;
 The Heartgold Concordia will also house defensive systems and garrisons to protect against piracy or other threats to the corridor; and &lt;br /&gt;
&lt;br /&gt;
 The Consortium shall provide logistical support and resources necessary for the construction and operation of the station, in exchange for access to the station&#039;s facilities and services.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VI: Dispute Resolution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Any disputes arising from the interpretation or implementation of this treaty shall be resolved through diplomatic channels, with representatives from both the Consortium and the Golden Deep convening to negotiate a resolution. If a resolution cannot be reached through direct negotiation, the matter may be referred to a neutral third party for mediation. The third party shall be appointed by an agreement from both parties. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VII: Variation&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Any provision of this agreement may be amended or modified only with the written consent of both parties. Such consent must be expressly stated in writing and signed by authorized representatives of each party. No variation of this agreement shall be valid or enforceable unless made in accordance with this clause.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VIII: Duration and Termination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This treaty shall remain in effect for a period of twenty years, after which it may be renewed, amended, or terminated by mutual agreement. Either party may terminate this treaty upon providing one standard year’s notice, provided that any obligations or projects underway at the time of termination are completed in accordance with the terms of this treaty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pactolus Exploration Commission ==&lt;br /&gt;
[[File:PELLogo.png|thumb|The logo for the Pactolus Exploration League. ]]&lt;br /&gt;
The Pactolus Exploration Commission, or just the Commission, governs the League – it is responsible for overseeing the bioterraforming operations of the Consortium, and the further exploration of Pactolus – as well as ensuring any discoveries are catalogued and subsequently shared between the Golden Deep and the Consortium. The Commission is Co-Chaired by representatives from each party; respectively, Engineer Philan and Twisting of the Celestial Energy to Create Life. Both had been pre-selected during the discussions between the Consortium and Golden Deep. Despite being Co-Chairs, the Commission rotates leadership every year, so as to allow each party a turn in leading the Commission – currently, the Golden Deep maintains leadership. The Commission is supported by the Advisory Council composed of experts in various fields such as bioterraforming, astrocartography, and interstellar trade. While the Council does not have voting power, it provides essential guidance and expertise to inform the Commission of possible decisions. &lt;br /&gt;
&lt;br /&gt;
=== Engineer Philan ===&lt;br /&gt;
&lt;br /&gt;
Elected to their position in 2466 as the Foreman of Industry of the City of Eurydice, Engineer Philan has thrived in orchestrating efficiency among the logistical, research and development, and the industrial for the Golden Deep’s terrestrial home. Now undertaking their first major endeavor outside of their station within the city, the engineer is coordinating with Commander N33L of the Merchant Navy, and foreign ambassadors of Midas Control, to help install the aid of Hieroatheria’s bioterraforming expertise. Together, along with the Camarilla Estrocian’s researchers, a lower council is formed in management of furthering the terrestrial interests of the collective.&lt;br /&gt;
&lt;br /&gt;
=== Twisting of the Celestial Energy to Create Life ===&lt;br /&gt;
&lt;br /&gt;
Disgorged from their pod in 2391 CE, Twisting of the Celestial Energy to Create Life, or just Twisting, on Anu – they have made a mark within the Consortium. Being amongst the first Dionae accepted to the Grand University of the Nralakk Federation, they were mentored by Etherial Vapors Whispering Through Nebulae – which has all but ensured their selection for the Pactolus Exploration League. Despite being amongst the younger gestalts, they have made greater strides in bioterraforming during their residence on Gentle Winds. They are the elected representative for the bioterraforming operations on Pactolus.&lt;br /&gt;
 &lt;br /&gt;
== Objectives of the League ==&lt;br /&gt;
&lt;br /&gt;
Tasked with advancing the frontiers of knowledge and opportunity, both within Hieroaetheria and Pactolus, the Legaue’s secondary objectives include the exploration and charting of the wasteland of Pactolous – however, its main objective is seeking to create additional habitable regions on Pactolus through the usage of the Consortium’s bioterraforming technology. Any data catalogued following the completion of bioterraforming operations shall be shared between the parties, including genetic information obtained from both flora and fauna. In hopes of speeding up the bioterraforming operations, this genetic information shall be analysed within the Consortium by analysts from both parties – for the mutual benefit of the founding members. &lt;br /&gt;
&lt;br /&gt;
=== Exploration Zones ===&lt;br /&gt;
&lt;br /&gt;
====The Eurydice Expansion Zone ====&lt;br /&gt;
&lt;br /&gt;
The immediate area surrounding Eurydice has been the elected region in which bioterraforming will be the most rampant; partly as a result of the fact it finds itself situated deeply within surrounding forests – alongside the carcass of Bayonne. Despite recent initiatives to develop the infrastructure, there is a dire need for Eurydice to expand to accomodate the incoming population, as well as manufacturing and production facilities. Though the Outskirts is the outermost, and newest, ring to Eurydice is plagued by onsloughts from the harmful atmosphere of Pactolus – it is the objective of the bioterraforming operations to filter out the toxins immediately surrounding Eurydice, so as to allow additional expansion. &lt;br /&gt;
&lt;br /&gt;
====New Arcadie Anomaly Zone ====&lt;br /&gt;
&lt;br /&gt;
The League has designated New Arcadie as a high-priority target for investigation due to its inexplicable nature and potential for valuable discoveries. Despite repeated attempts to physically reach the city, all efforts have been thwarted by an anomalous displacement effect, which consistently places exploration teams forty-two kilometers from the city boundaries. Undeterred, the League has sought to assemble a task force to study the phenomenon from a distance, employing advanced remote sensing technology, drones, and orbital scans to gather data on the city’s structure, environmental conditions, and the surrounding anomalous flora and fauna. The Commission has also authorized the deployment of specialized research vessels equipped with quantum entanglement communication arrays, hoping to pierce the enigmatic barrier preventing access. While direct exploration remains elusive, the League&#039;s ongoing efforts aim to unlock the secrets of New Arcadie, hypothesizing that understanding the city’s displacement mechanism could lead to groundbreaking advancements in bluespace manipulation. &lt;br /&gt;
&lt;br /&gt;
====Reach Expedition Zone ====&lt;br /&gt;
&lt;br /&gt;
A surge of interest from the expanding Golden Deep has been sparked by the discovery of intact power facilities within the ancient ruins west of Eurydice, especially in light of the growing demand for energy to sustain its burgeoning synthetic population. Located deep within the mountains, these pre-Interstellar War structures may hold immense energy potential. To carefully study and reactivate the dormant power systems, the League has sent engineers, historians, and synthetic specialists. Despite their age, the facilities are remarkably well-preserved, suggesting the presence of advanced technologies that could revolutionize Eurydice&#039;s energy infrastructure. This League hopes to not only restore these facilities to operational status, but also reverse engineer their technologies in order to develop new and more efficient ways to produce power. Eurydice will be able to expand and solidify its status as the central hub of the Golden Deep if this endeavor is successful, providing it with a sustainable energy source.&lt;br /&gt;
&lt;br /&gt;
====Ground Zero Research Zone ====&lt;br /&gt;
&lt;br /&gt;
In the vicinity of a once-thriving city, a massive crater has drawn the League&#039;s urgent attention, displaying extreme anomalous characteristics well beyond those expected of the surrounding fauna and flora. Combined with the inexplicable changes in the local environment, the sudden formation of the crater suggests a catastrophe or an unknown force. An expert team of geologists, biologists, and anomaly specialists has been assigned to investigate the crater&#039;s origins, using particle analysis and deep-earth scanning. Xenobiologists and ecologists are systematically cataloguing the surrounding flora and fauna, which are showing remarkable resilience and mutation as a result of whatever force created the crater. It may be possible to gain crucial insights into the nature of the anomaly and its broader implications, particularly for Dionae.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Aeropurifiers&#039;&#039;&#039; – Atmosphere scrubbers, created by a combination of biomass and technological machinery. Utilising gas exchange systems typically found in larger gestalts, Aeropurifiers will seek to assist in cleaning the air within the Eurydis Expansion Zone – and likely remain to assist in the pollution generated by the Golden Deep’s manufacturing on the Outskirts. It is currently a prototype, expected to first be used on Gentle Winds following the creation of an atmosphere, but with the signing of the Pactolus-Hieroaetheria Concordat Aeropurifiers are being tested across Pactolus for further study by the Consortium. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Radionetics&#039;&#039;&#039; – Radiation scrubbers, created similarly to the Aeropurifier. A combination of biomass and technological machinery has created a living, breathing radiation scrubber that is capable of extracting large amounts of radiation in relatively short periods – but requires a cool-down period of approximately a week to digest and subsequently be able to dispose of the radiation in a way that wouldn’t harm the surrounding environment – this is typically done by the Operators of the Radionetic. They require between three to four gestalts to efficiently operate, and any less typically results in unbalanced radiation scrubbing.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Consortium&amp;diff=34883</id>
		<title>The Consortium</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Consortium&amp;diff=34883"/>
		<updated>2024-12-08T11:02:18Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Emigration */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Dionae Lore}}&lt;br /&gt;
{{Template:Planet-EUM}}&lt;br /&gt;
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= The Consortium of Hieroaetheria =&lt;br /&gt;
[[File:ConsortiumFlag.png|500px|thumb|The flag of the Consortium.]]&lt;br /&gt;
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Founded decades prior to any outside interference, though by the name of the Affiliation – at least according to the direct translation from Rootsong – it was a loose confederation of dozens of conglomerates present across the region of Mede. It wasn’t until first contact with the [[Skrell]] that it began to formalise its existence into a unified alliance; thereby resulting in the creation of the Consortium of [[Hieroaetheria]]. Mostly inspired by the [[Skrell]] that began to move in swathes to the newly discovered society, it prides itself on its progressive stances – especially in contrast to the other factions present within the Commonwealth. Being the only “welcoming” political bloc to non-Dionae, the Consortium manages to cling to its status as the most populated nation on the planet – in which most of its policies aim at fostering a multi-cultural society for the betterment of all. &lt;br /&gt;
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== General ==&lt;br /&gt;
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&#039;&#039;&#039;Capital:&#039;&#039;&#039; Nral’daaq&lt;br /&gt;
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&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Hieroaetherian&lt;br /&gt;
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&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; Rootsong, Nral’malic, Tau Ceti Basic &lt;br /&gt;
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== History ==&lt;br /&gt;
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The Consortium is definitively the eldest, and most influential, nation on [[Hieroaetheria]]. Dating some time after 42 BCE, the Consortium began as a Gerontocratic city-state of Epigenia, wherein the populace was ruled and governed by the remaining survivors of the First generation of Dionae to ever exist on the planet. The formation of Epigenia was done for the purpose of protecting the species from the harsh environment, and so the Gerontocracy has always assumed a paternalising role in this endeavour, favouring bureaucratic management and conservative expansion. Rather than construct new settlements, the First favoured slowly expanding Epigenia through sprawling districts and creeping additions. During the time of Abandonment, circa 221 CE, this cost the Gerontocracy nearly half of their population, as the squalor and overpopulation grew too much for this methodology to bear. Henceforth, those that remained became known as the Affiliated, rechristened for their decision to remain affiliated with Epigenia.&lt;br /&gt;
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Although Epigenia was still the largest and most advanced settlement on the planet, the loss of population and a failure to address the underlying issues with the Gerontocracy led to a long period of stagnation throughout the Era of Banners. Technologies were still developed, and there were even the beginnings of new settlements within the Affiliated’s area of influence, but the First themselves grew more secluded and reliant on their ministers to handle the affairs of the realm. This lack of governance led to factionalism within the Affiliated, and soon, the progeny of the first began to take up banners of their own.&lt;br /&gt;
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During Triumph of Smoke and Steel, the Affiliated expanded considerably – taking up most of the borders that currently exist, and thereafter began their own industrial revolution, moreso referred to as the Bio-Industrial Revolution, in which they utilized biomass to advance themselves technologically – considerably faster than other sophonts within the Orion Spur. They were comparable to the Golden Age of the Izweski Hegemony – utilising complex bio-machinery to complete feats that otherwise would have taken centuries to develop technology for. Soon enough, global communication was made possible – allowing for the Affiliated to extend invitations to other conglomerates through a somewhat altered version of the Rootsong Network seen within space, instead adapted for terrestrial usage. &lt;br /&gt;
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All of these advancements, however, came independent of the Gerontocracy’s oversight. In a lot of ways, the technological innovations of the Triumph of Smoke and Steel were workarounds for inefficiencies in the bureaucracy. As technology progressed, and the first became more and more aware of what was happening to their nation, they attempted to seize and directly manage more and more of the infrastructure and centres of production within their territory, which were usually mismanaged by ill-suited bureaucrats. In 1630 CE, the Gerontocracy in a show of audacity attempted to incorporate fracture settlements directly back into Epigenia as new districts, straining resources and public infrastructure to make it happen, and seizing centres of production and logistics and unforeseen rates to make it happen. It was this incident that finally broke the patience of their populace, and a 70-year civil war was triggered which killed a third of the population and ended with the First barricaded in Epigenia’s inner sanctum, nearly starving themselves to death out of indignation. The First were literal family to every single Affiliated, and it would have been political suicide to kill them or even remove them from any position of influence. The Gerontocracy was no more, replaced with a meritocratic institution better suited and more flexible to the developments of their nation: the Consortium. The first, on the other hand, were reconstituted into the Elder Council in 1702 CE, and continue to advise and oversee the nation they built when they rose from the soil.&lt;br /&gt;
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For the next centuries, the Affiliated developed themselves.  The orbit of the Planet was filling with satellites– which caused a cascade of events that eventually drew the Skrell to the planet; having previously thought it was uninhabited, and a potential colony site. Following contact with the [[Skrell]], the Affiliated underwent significant changes; borrowing many ideas from the Skrell, and even restructuring their government similar to that of the [[Nralakk Federation]]. The next century and a half saw several developments, in particular the establishment of [[the Commonwealth of Hieroaetheria]], the colonization of several planets, and eventually its introduction as an influential member of the interstellar stage – all made possible due to the efforts of the Consortium. &lt;br /&gt;
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== Culture and Society ==&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
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The religious landscape within the Consortium is deeply influenced by the cultural diversity that characterizes the faction; while [[The Eternal]] holds a central role held by the majority of the Dionae population, the religious practices within the Consortium even extend to Qeblak and Weishii have infiltrated the faction. It also isn’t uncommon to find human religions practicing within the Consortium. The secular nature of the Consortium, as opposed to the  [[Eternal Republic of the Ekane|Eternal Republic]], means the majority of the decisions undertaken do not align with any one religion – and instead are based on somewhat objective decision-making by the Consortium’s leader; the Chairman. Additionally, there are no restrictions on faith within the Consortium, resulting in somewhat uneasy tension with the [[Nralakk Federation]] which attempts to quash any unsanctioned religions such as the Scorned’s perspective of the Iron Eternal. This has resulted in a rather flourishing society of Scorned within the Consortium, as well as other factions on [[Hieroaetheria]]. &lt;br /&gt;
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=== Non-Dionae in the Consortium ===&lt;br /&gt;
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The non-Dionae population in the Consortium comes from all across the Orion Spur, bringing with them unique traditions, languages and perspectives; which has allowed for the fostering of a society where all manner of species co-exist and collaborate. In particular, there is a significant population of both [[Skrell]] and Humans present on [[Hieroaetheria]], predominately within the Consortium. Nral’daaq houses the majority of the [[Skrell]] on the planet, with the Dionae having renamed the capital following first contact to befit the inspiration given to them by the species – being translated as Protector’s Landing in Nral’malic. [[Skrell]] have become a crucial element of the Consortium, having instilled many of their societal practices into the inquisitive Dionae – namely, their perspectives of meritocracy and tolerance of other species. &lt;br /&gt;
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Since making contact with the Dionae, in particular the Consortium, [[Skrell]] have remained a considerable influence on [[Hieroaetheria]]; going so far as to assist in the creation of the Consortium’s government, as well as the means to protect their sovereignty and begin to colonise the stars. [[Skrell]] now see themselves in several positions of authority within the Consortium, appointed by the Chairman to oversee the different branches and departments of the incumbent government, which has yet to see itself lose an election in the one-hundred-and-sixty-odd years of existence. Almost all of the [[Skrell]] presence within [[Hieroaetheria]] is heavily affiliated directly with the [[Nralakk Federation]] or one of the major state enterprises. The [[Nralakk Federation]] has viewed the planet as a client state since its discovery and its subsequent uplifting by the [[Skrell]]. While the Consortium has few resources that the Federation does not have access to elsewhere, it has maintained a longstanding interest in the planet for scientific reasons. The most important among them is the Federation’s constant research into Dionae’s capacity for biomechanical computing as an alternative solution to compete with artificial intelligence. The Federation has also devoted resources to uncovering the origin of Dionae and what conditions brought about their species, especially their lack of a Zona Bovaine equivalent organ. &lt;br /&gt;
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Humanity is present within the Consortium, however, the majority have not come to the planet as a voluntary endeavour, but instead have found themselves assigned to megacorporate facilities on [[Hieroaetheria]]. The first human populace arrived shortly after the establishment of [[Zeng-Hu Pharmaceuticals]] in 2403 CE; followed by a second wave with the introduction of [[Einstein Engines]] in 2410 CE – resulting in a somewhat steady stream of humans filtering into [[Hieroaetheria]] since. Despite their almost half-century presence on the planet, only a handful of humans have sought citizenship from [[The Commonwealth of Hieroaetheria]], most electing to remain on Work Visas issued to them. &lt;br /&gt;
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=== Education ===&lt;br /&gt;
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The Consortium relies on private institutions, subsidized by taxes levied on both native and megacorporations, to fulfil its educational mandates. However, they must comply with the standards set by the Department of Scientific Advancement and Research – rivalling that of the Nralakk Federation. The curriculum used by these private institutions generally is applicable to all species – including Dionae. Dionae are only expected to undergo the equivalent of a high school diploma; while the other species are mandated to complete a full schooling career, resulting in somewhat mismatched ages in classes, such as a 31-year-old [[Skrell]], and a 17-year-old Human, and lastly a 6 month old Nymph. Much of the curriculum is aimed at fostering the ideals of the Consortium, as well as giving a person a well-rounded education.&lt;br /&gt;
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There are only two universities present within the Consortium; Hieroaetherian College (commonly referred to as Hah-Cuh) as well as the University of Western Mede (or just MedeU). The Hieroaetherian College generally offers most degrees, with over a dozen buildings within its campus in Nral’daaq. By far, it is the most attended institution within the entirety of the Consortium – sporting just over 30,000 students at any given time. Many refer to it as Little Nral’daaq due to its essentially being a city in its own right. The University of Western Mede is a bit more illustrious and only offers degrees associated to Engineering, Medicine and Information Technology. It is considerably smaller than Hieroaetherian College and roughly has only 5,000 students registered to attend its classes at any given time. It is considered extremely selective in its choice of students, with only those considered the cream of the crop being inducted into its halls. &lt;br /&gt;
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=== Entertainment ===&lt;br /&gt;
The Consortium has seen a rapid shift in the various forms of entertainment following the welcoming of skrell and then humans into the nation. More traditional forms of Entertainment seen elsewhere around Hieroaetheria are often exclusive of non-Dionae, whether it be the Forma artstyle that relies on the shaping of a gestalt’s own structure to create still art, or Rootsong music which non-Dionae are unable to play an equal part in. Instead, the Consortium has been swept by the introduction of skrellian forms of entertainment however, in the more rural regions of the Consortium, this spread of skrellian-influenced entertainment has been a lot slower, in part due to the majority of non-Dionae residents living within the safer cities of Hieroaetheria.&lt;br /&gt;
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==== Film, Radio &amp;amp; Games ====&lt;br /&gt;
With the merging of skrellian culture into Consortium culture, more conventional forms of entertainment from a Spur-wide perspective have begun to take hold of Hieroaetheria, especially in the more urban regions. Bringing conventional electronics such as holovisions, games consoles and smartphones, the Consortium has been able to reverse-engineer these to create biocomputer analogues which largely function the same. Skrellian electronics remain popular among non-dionae residents of the Consortium, however these electronics are not produced locally on Hieroaetheria and are often expensive or outdated electrical equipment redirected from a Nralakk Federation’s recycling or incineration plants – current VR technology and skrellian psionic interfacing technology is often not supported with these old electronics, nor would they be maintained by the predominantly dionae populace. Many biocomputers do have adapters that allow the connecting of skrellian electronics into the biocomputer, allowing some cross-compatibility.&lt;br /&gt;
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While most film and radio media is very similar to other Spur-wide media, there is a notable difference in how games play. Fast-paced games and those with complex controls are not too popular within the Consortium, in part due to controller schemas being unsuited to a dionae’s biology and due to fast-paced games often overstimulating certain dionae mindtypes. Consequently, slower-paced story games or strategy games are greatly favoured by the Consortium’s populace, with most Consortium-made games being one of such, and imported games from the Federation filling in the niche of faster action games.&lt;br /&gt;
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These skrell-influenced forms of entertainment are all disparaged in Gla’orr and Ekane, with Gla’orr having a soft ban on purchasing skrellian electronics or Consortium film and games though not owning them should you come into possession of them, and Ekane having a total ban, confiscating them when found.&lt;br /&gt;
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&#039;&#039;&#039;Bloopy and Friends: Holiday!&#039;&#039;&#039;&lt;br /&gt;
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Bloopy and Friends: Holiday! is a spin-off of the already popular skrellian children’s cartoon &#039;&#039;Bloopy and Friends: An Educational Children’s Show&#039;&#039; known to teach literacy, numeracy and introduce a tadpole to Federation values. First airing in 2396 to ensure the Federation could still exert some influence over Hieroaetherian skrell born as second-generation immigrants, the show sees the iconic characters of the original Bloopy, Florp, and Qrobl going on holiday to Hieroaetheria where they meet up with Chipper, an energetic nymph portrayed as the more mature, hosting guide of the group of friends. In addition to episodes teaching essential maths and language, many of the episodes tackle how to stay safe on Hieroaetheria, warning of the dangers of radiation and the perilous caverns of the Subterranean. Bloopy and Friends: Holiday! is broadcast daily across the Consortium, accessible to anyone both on holovision and on radio, with young dionae and non-dionae alike tuning in to learn a lesson or two from the show. This show not only keeps young Hieroaetherian non-Dionae safe, but also ensures that Hieroaetherian skrell are still informed of the Federation and are aware of its culture.&lt;br /&gt;
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&#039;&#039;&#039;Episode Example:&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;Season 1, Episode 2:&#039;&#039;&#039; The episode begins with the titular characters waking up at Chipper’s house shortly after arriving on Hieroaetheria. After the three original characters run downstairs, they bump into Chipper who has purchased them gifts. These gifts turn out to be the readily available anti-radiation medications marketed towards short-stay residents on Hieroaetheria. Florp is quick to count out the required dose they need, then already identifies when their next dose is due; Bloopy, on the other hand, doesn’t understand and asks for help with dose amount and intervals. Chipper gives the group of friends a quick lesson on basic numeracy and calculating changes in time, which then allows Bloopy to successfully count out their required dose. Unfortunately, Qrobl doesn’t get the message, forgetting to take their doses throughout the day – they end up sick for a few days, changing from their usual blue colour to a sickly green.&lt;br /&gt;
* &#039;&#039;&#039;Season 2, Episode 6:&#039;&#039;&#039; The episode is one of Qrobl’s redemption episodes. While on holiday at Hieroaetheria and visiting Nral’Dyaq, the group of friends sight a Qeblaki observatory dome. The three original characters are surprised to see this away from their home and Chipper agrees to introduce them to the local Starkeeper. The Starkeeper lectures them on the principles and importance of the Qeblak faith, with a number of one-time characters – each a different, prestigious occupation – in the Observatory waving and giving a single line on how Qeblak practises helped them succeed in life. When shown the observatory’s telescope, it is surprisingly Qrobl who struggles the least at identifying constellations, with them appearing in the end scene in the robes of a Starpage and their cosmozoan-like glow brighter.&lt;br /&gt;
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&#039;&#039;&#039;The Forgotten Islands&#039;&#039;&#039;&lt;br /&gt;
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The Forgotten Islands is a video game made by a small Consortium games company that sees a joint Consortium-Nralakk expeditionary team explore a seemingly alive collection of rainforested islands north of the Horn of Mede. The game follows a multi-choice story format with a moveable character that can investigate the story’s level or respond to quick-time events in response to local fauna attacks or an obstacle to cross. The player can pick between three characters, with the others appearing as NPCs on the expeditionary party that can be ordered to interact with objects on a level: a dionae known only as &#039;&#039;&#039;Chronicler&#039;&#039;&#039;, an Orthodox Eternal devout, senior Biomatik Innovations biologist, whose proficiency lies in investigative tasks and deciphering Rootsong mysteries; a skrell, &#039;&#039;&#039;Qvs. Plu’Vop Shinuul&#039;&#039;&#039;, a Federation skrell whose psionic senses often have them alerting the party to hazards or calming a hostile creature; &#039;&#039;&#039;Rosamaria Beltrao&#039;&#039;&#039;, a Consortium-born, low-gravity adapted human contracted by Biomatik Innovations for security, who gets around in an exoskeleton and is the only armed party member of the group.&lt;br /&gt;
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After arriving at the Forgotten Islands via cloudgrazer airship with a larger Biomatik expeditionary group, the whole group is quickly descended on by a swarm of Canopydarters, with the three named characters being split-off and having to solve the mysteries of the island and find an escape on their own. As they navigate natural obstacles, caverns beneath the islands, and hostile megafauna within the rainforest of the island, the party begins to be tormented by what sounds like voices coming from the trees, with dialogue-heavy scenes where the party members struggle to keep spirits and opinions of one another high. Opinions are often further lowered when other surviving expeditionary members of the initial Canopydarter attack turn up, but driven mad by the voices of the islands, having to either be killed or restrained. Eventually, it is revealed that the islands are home to a temporal Rootsong anomaly, with the characters split on how to approach it. The game ends when the party make it to a subterranean chamber beneath the central island, whereby a number of final choices can occur: &lt;br /&gt;
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* &#039;&#039;The Chronicler&#039;&#039;, fascinated by the anomaly due to its role in the Orthodox school of thought, approaches and attempts to touch the Rootsong anomaly hoping to absorb the knowledge contained into itself. This is only for the party to rapidly dematerialise and appear in what seems like an empty part of space, whereby visions of the future and past play out before them. It fades to black and is considered a victory, with fans of the game suspecting a sequel to eventually play off this ending.&lt;br /&gt;
* &#039;&#039;Plu’Vop&#039;&#039;, who up to this point in the game has been adamant that the Rootsong study be proper studied by the Federation, draws on an immense amount of psionic power to form a protective bubble about the temporal anomaly’s source, putting an end to the voices around the island at the cost of locking Plu’Vop into position. In the anomaly’s struggle to source more power to break free of Plu’Vop’s bubble, both the Chronicler and Rosamaria are absorbed into the anomaly, seemingly dying to give the anomaly a surge of power. A Biomatik Innovations rescue team then arrives, forming a research site around Plu’Vop and the temporal anomaly – Plu’Vop never breaks free from concentrating on containing the anomaly.&lt;br /&gt;
* &#039;&#039;Rosamaria&#039;&#039;, to the dismay of the other main party members, is fearful of the anomaly, taking the more pessimistic stance that it is uncontainable and could draw other expeditionary parties to the island. Rosamaria’s decisions throughout the game allowed her to call in a special drop from Biomatik Innovations, containing a device of sorts that, during the endgame, can be thrown into the temporal anomaly to permanently destroy it. This action sadly backfires, creating a temporary tear in space that sees the entire island and the main party vanish – any memory of them seems to have been forgotten. Fans also suspect this to be one of the ‘proper’ endings that will soon see a sequel play off on it.&lt;br /&gt;
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==== Common Hobbies ====&lt;br /&gt;
* &#039;&#039;&#039;Rock Climbing&#039;&#039;&#039;: Being the most mountainous region of Hieroaetheria and with the most complex Subterranean cave systems, rock climbing is a very popular hobby within the Consortium. Due to Hieroaetheria’s lower gravity, the hobby is remarkably accessible, with the training courses being available in most cities or large towns near a mountain range or entrance to the Subterranean. Climbing mountain ranges is typically done by dionae, though can be done by non-dionae if wearing total protection radiation suits, as the peaks of the tallest mountains often pierce high enough into the atmosphere that radiation levels dramatically spike. Navigating the Subterranean caverns and rock faces is the safer option for non-dionae and also poses more unique structures to climb.&lt;br /&gt;
* &#039;&#039;&#039;Luminescent Fluid Art&#039;&#039;&#039;: Inspired by the colourful, abstract art of skrellian culture, a relatively new hobby that has swept through the Consortium is Luminescent Fluid Art, which involves pouring diluted acrylic paints over a canvas to create an abstract and often psychedelic art pieces, with all sorts of tools or canvas-tilting to have the paints flow to create a desired look. The paints used in Hieroaetherian fluid art often make use of bioluminescent extracts from local wildlife, allowing them to glow in the dark or change colour when exposed to differing levels of radiation. Located in Glimmering Glades is the recently established &#039;&#039;&#039;Starlit Art Gallery&#039;&#039;&#039; that, alongside displaying more conventional artwork, has a permanent exhibit on Luminescent Fluid Art in a glass observatory-like chamber that can deploy varying levels of radiation shielding to subtly change the appearances of displayed artworks.&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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The Consortium is a diverse and inclusive faction, reflected in its linguistic landscape. The presence of multiple languages underscores the multicultural nature of the Consortium, fostering communication and unity among its varied population. Rootsong holds profound importance within the Consortium, owing to its nature as the innate method in which Dionae communicate – it, alongside Tau Ceti Basic and Nral’malic are all considered the faction’s official languages. Nral’malic’s introduction to the Consortium by the [[Skrell]] that settled on Hieroaetheria means it is prevalent amongst the non-Dionae community, particularly in Nral’daaq. Prior to Tau Ceti Basic’s induction into the Consortium, Nral’malic was the common tongue for its populace. Now, Tau Ceti Basic serves as a practical means of communication for the varied people of the Consortium and facilitates trade, diplomacy and other interactions with external entities. The inclusion of Tau Ceti Basic aligns with the Consortium’s welcoming stance toward non-Dionae and reflects the commitment to inclusivity held by the faction. &lt;br /&gt;
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=== Emigration ===&lt;br /&gt;
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Emigration from the Consortium is largely the easiest across the factions present on Hieroaetheria. It has in place the Hieroaetherian Resettlement Programme – where those who wish to depart from Hieroaetheria are provided support in terms of resources, documentation and guidance to facilitate a smooth transition off the planet to the greater Orion Spur. The Hieroaetherian Resettlement Programme also has agreements in place with the [[Stellar Corporate Conglomerate]], as well as [[Einstein Engines]], in which prior to leaving the planet they may schedule appointments with representatives from the megacorporations to secure themselves employment before departing.  The  Hieroaetherian Resettlement Programme requires a reason for emigration, which has been defined into categories; failing to fall into these categories often results in the denial of participating in the programme. &lt;br /&gt;
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*&#039;&#039;&#039;Academic Opportunities&#039;&#039;&#039; is one of the more popular categories, with the Consortium registering thousands as departing from the planet to pursue better academic opportunities elsewhere in the Orion Spur. &lt;br /&gt;
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*&#039;&#039;&#039;Employment Opportunities&#039;&#039;&#039; is yet another popular category for those to select when departing from Hieroaetheria. With the agreements between the Consortium, Stellar Corporate Conglomerate and Einstein Engines, those seeking a better life across the Spur can easily find employment thanks to the Hieroaetherian Resettlement Programme’s relationship with the megacorporations. &lt;br /&gt;
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*&#039;&#039;&#039;Religious Opportunities&#039;&#039;&#039;, for those inclined, is a category for those who wish to honour their religious background through pilgrimages or merely any other reason that could possibly be explained as religious when departing the Consortium. It is popular for those who wish to visit the [[Covenant of Xrim]] or even the Eternal Temple located on Biesel.&lt;br /&gt;
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=== Days of Importance ===&lt;br /&gt;
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*&#039;&#039;&#039;Contact Day (January 19th)&#039;&#039;&#039;&lt;br /&gt;
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Contact Day is celebrated across the Consortium of Hieroaetheria, which also acts as an homage to the founding of the nation. There generally are announcements made by the Governors of the respective cities across the Consortium, reminding the peoples of the principles on which their society stands; democracy, multi-culturalism and meritocracy. In the capital of Nral’daaq, a parade is typically held in which each species present on the planet is given an opportunity to make a float. &lt;br /&gt;
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*&#039;&#039;&#039;Touching the Stars (July 20th)&#039;&#039;&#039;&lt;br /&gt;
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Touching the Stars represents when the Consortium launched their first interstellar spacecraft and began the expansion of the Commonwealth of Hieroaetheria. A combination of Dionae and Skrell efforts resulted in Root Prime – a one-man craft – to be launched from Nral’daaq on July 20th, 2395 CE and land on its moons, Anu. Now, a monument exists where Root Prime landed – carved in its likeness from barren rocks present on the moon. &lt;br /&gt;
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== Crime ==&lt;br /&gt;
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Handled by the Consortium Sentinels, or merely just the Sentinels, those that seek to commit criminal offences shall be tried before a Court – presided over by at least three judges to ensure fairness. The Consortium does not use a jury, believing it to be somewhat an antedated idea to place the fate of those having committed a crime in the hands of those not educated in the legal framework of the nation. The rights afforded to Dionae in the Consortium also protect other sophonts – there exists no discrimination on the application of the law, as opposed to the Union or the Eternal Republic, which seeks to apply harsher punishments to non-Dionae. The Sentinel’s headquarters are located in Nral’daaq, but there are branches in every notable city beneath the banner of the Consortium – and those who wish to become a Sentinel have a gruelling process in which they must pass a myriad of different tests that range from theory to practical application of their knowledge to determine whether they’d be a candidate for the policing force. Majority of the crime within the Consortium is petty, very rarely does one hear of violent outbursts that result in injuries or violence – except of course, within the Consortium’s frontier colonies. &lt;br /&gt;
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== Economy ==&lt;br /&gt;
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The presence of both sulfur and tar lakes within the Consortium-controlled borders of Hieroaetheria has greatly assisted its ability to develop its infrastructure to be compared to Jewel Worlds in the [[Solarian Alliance]] – alongside its resource extraction, agricultural and science industries; which are of course aided by its colonies just a few lightyears away from Hieroaetheria. Though the Biesel Standard Credit is used for interstellar trading, the Hieroaetherian Vine is commonly used among the Consortium’s people in their everyday lives. Its stance on multi-culturalism has been advantageous, welcoming experts from across the Orion Spur that have motivated extensive industrialisation and development; even within its frontier colonies. Uniquely, the Consortium is the only faction of Hieroaetheria that has colonised other planets, which it of course has extended an invite to both the Union and the Eternal Republic to send their own colonists should they so wish.&lt;br /&gt;
&lt;br /&gt;
The Consortium has also allowed for the proliferation of megacorporations across Hieroaetheria, and its off-world colonies. However, only three have sought to stake a claim – [[Einstein Engines]], [[Orion Express]] and [[Zeng-Hu Pharmaceuticals]]. Zeng-Hu and Einstein have largely accepted to invest in different industries to ensure they do not compete in the rather nascent Commonwealth but with the introduction of Orion Express in 2464 CE, they appear to be torn between whether to collude with one another to displace the logistics megacorporation or do their best to force one another out the Consortium. &lt;br /&gt;
&lt;br /&gt;
=== Epsilonian Corporations ===&lt;br /&gt;
&lt;br /&gt;
==== Biomatik Innovations ====&lt;br /&gt;
&lt;br /&gt;
Established by a collaboration of Dionae and Skrell, Biomatik Innovations is a major private corporation that merged a decade after first contact with the Skrell; dedicated exclusively to the research and development of advanced technologies – primarily medicinal in nature – and had positioned itself as a leading player in Hieroaetheria, and even the greater Orion Spur. Biomatik Innovations collaborates closely with Zeng-Hu Pharmaceuticals’ Yomi Genetics, forming a strategic alliance to address health-related mandates set by the Consortium. It has managed to secure a co-operative government contract with Zeng-Hu Pharmaceuticals, which only highlights its critical role in managing the health infrastructure of cities on both Hieroaetheria and the Consortium’s off-world colonies. Biomatik Innovations actively invests in and manages healthcare infrastructure, such as setting up hospitals and clinics, mostly sponsored by the Consortium which has led an effort to ensure widespread access to quality health services for the public. &lt;br /&gt;
&lt;br /&gt;
They excel in cutting-edge research and development, contributing to the continuous advancement of medicinal technologies. This commitment to innovation positions the corporation as a pioneer in the Consortium’s healthcare sector; which is only furthered by the corporation&#039;s multispecies collaboration – meaning as a result of the varied species present, there are different approaches with influence the corporation’s diverse research perspectives and technological advances. It is by far the most influential corporation within the Consortium, in which it can be seen across its colonies providing off-world health services as part of its contract with the Consortium. Biomatik Innovations&#039; focus on medicinal technologies, collaboration with Yomi Genetics, and active participation in fulfilling the Consortium&#039;s healthcare mandates position it as a vital contributor to the overall well-being of its populace.&lt;br /&gt;
&lt;br /&gt;
==== CosmoForge Technologies ==== &lt;br /&gt;
&lt;br /&gt;
CosmoForge Technology, originally conceived as a mining venture founded by a group of Dionae in the wake of the colonization of Anu, has undergone a remarkable evolution to become an indispensable entity in both the Consortium and the greater Commonwealth. Over the years, the company strategically aligned itself with the technological prowess of Einstein Engines, forming a symbiotic relationship that catapulted CosmoForge into a central position in the Consortium&#039;s economic and military landscape. Its initial focus on mining transitioned into a pivotal role in supporting the shipbuilding industry, providing critical components like warpdrives for the Commonwealth Naval Authority. The collaborative efforts with [[Einstein Engines]] underscore the synergy within the Consortium, as both entities work hand-in-hand to advance the technological frontier and secure the sovereignty of the Commonwealth. At the heart of CosmoForge&#039;s recent achievements lies a significant government contract, jointly awarded with [[Einstein Engines]], tasked with the ambitious overhaul of the gas harvesting capabilities of facilities across Titan&#039;s Rapture. This undertaking is a response to the pressing issue of phoron scarcity impacting the Orion Spur, reflecting the company&#039;s commitment to addressing not only economic challenges but also broader concerns affecting the entire region. Through this project, CosmoForge not only contributes to the technological resilience of the Consortium but also plays a crucial role in mitigating the economic burden caused by resource shortages.&lt;br /&gt;
&lt;br /&gt;
==== AstroTerra Enterprises ====&lt;br /&gt;
&lt;br /&gt;
AstroTerra Enterprises stands as a pivotal state-owned enterprise within the Consortium, entrusted with the critical role of identifying and preparing potential colony sites through advanced scouting and terraforming operations. The company operates at the intersection of scientific exploration and strategic planning, working in close collaboration with key entities such as [[Zeng-Hu Pharmaceuticals]], [[Einstein Engines]], and [[Orion Express]]. The synergies established through these partnerships highlight AstroTerra&#039;s commitment to comprehensive and effective terraforming initiatives across the Consortium&#039;s colonies. Notably, the cooperation with Zeng-Hu Pharmaceuticals underscores the importance of biological and environmental considerations in the terraforming process, aligning with the broader goal of creating sustainable and habitable environments for future settlers.&lt;br /&gt;
&lt;br /&gt;
[[Orion Express]], in tandem with AstroTerra Enterprises, plays a dual role in shaping the Consortium&#039;s interstellar landscape. While contributing to terraforming initiatives, Orion Express takes the helm in managing the logistics of the entire operation. As the sole megacorporation awarded a non-co-operative government contract, the company wields a monopoly over the crucial tasks of importing, exporting, and transporting equipment, goods, and passengers between the Consortium&#039;s on-and-off-world colonies. This exclusive position grants Orion Express substantial influence over the Consortium&#039;s economic and transportation infrastructure, positioning it as a key player until alternative logistics operations, whether through private corporations or state-owned enterprises, can be established. The dual mandate of AstroTerra and Orion Express underscores their vital contributions to both the scientific and logistical aspects of the Consortium&#039;s expansive interstellar ventures&lt;br /&gt;
&lt;br /&gt;
=== Energy ===&lt;br /&gt;
&lt;br /&gt;
The Consortium has developed an advanced, yet sustainable, energy infrastructure to power its cities and colonies. Central to this system is a monumental nuclear fusion plant located in Epigenia – a marvel of modern engineering and Dionae ingenuity – the &#039;&#039;&#039;Radiant Nexus&#039;&#039;&#039;. It is the primary source of power within Hieroaetheria, in which it harnesses the immense energy potential of nuclear fusion, alongside converting its waste products into other necessary items essential to survival. It provides a stable, substantial supply of electricity to the multiple densely populated metropolises of the Consortium. In addition to the Radiant Nexus, the Consortium has established smaller fusion plants throughout its territories – these decentralised power stations ensure that even the more removed and less densely population areas receive a consistent and reliable energy supply; the distribution of these fusion plants is carefully planned to balance energy needs with environmental impact. Many of the off-world colonies of the Consortium have adopted scaled-down versions of the Radiant Nexus – usually compact fusion reactors designed to suit the energy demands and logistical constraints of initial colonies – most find themselves complemented with other renewable power sources as to not harm the ecosphere of the respective planets. &lt;br /&gt;
&lt;br /&gt;
==== Radiant Nexus ====&lt;br /&gt;
&lt;br /&gt;
The largest fusion plant on [[Hieroaetheria]], the Radiant Nexus is considered a unique blend of Dionae and Skrell – having been initially proposed by the [[Nralakk Federation]] following their introduction to the planet, but taken and retrofitted to fit the needs of the Consortium. Though it produces significantly less byproduct than a typical nuclear power plant, the Consortium has modified the design to create more – using the byproducts as a means to sustain their residents. Large rows of biomass are created to harness the radiation within the main chamber, such radiation is then processed within the Radiant Nexus and turned into concentrated radium – which is then sold within the Consortium as &#039;&#039;&#039;Radibytes&#039;&#039;&#039;. The actual process of the fusion is a closely guarded secret, and those employed within the Radiant Nexus are subjected to lifestyle audits and several other methods of scrutinization to ensure the process is not leaked. &lt;br /&gt;
&lt;br /&gt;
While officially celebrated as the pinnacle of nuclear fusion technology, a growing conspiracy theory suggests a far more sinister reality: the Radiant Nexus is not a fusion plant at all, but a covert prison for genetically modified Dionae engineered to produce nuclear fusion energy. According to the conspiracy, the Consortium of Hieroaetheria, in its quest for unparalleled power, embarked on a secretive and ethically dubious project decades ago. Scientists allegedly experimented on the [[Dionae]], manipulating their genetic makeup to enhance their natural affinity for radiation and transform them into living reactors. These genetically modified Dionae, the theory claims, have been confined within the depths of the Radiant Nexus, their bodies harnessed to produce the immense energy that powers the capital and surrounding regions. In the shadowy underbelly of Hieroaetheria, whispers and rumours swirl about the true nature of the Radiant Nexus. While officially celebrated as the pinnacle of nuclear fusion technology, a growing conspiracy theory suggests a far more sinister reality: the Radiant Nexus is not a fusion plant at all, but a covert prison for genetically modified Dionae engineered to produce nuclear fusion energy. According to the conspiracy, the Consortium of Hieroaetheria, in its quest for unparalleled power, embarked on a secretive and ethically dubious project decades ago. Scientists allegedly experimented on the Dionae, manipulating their genetic makeup to enhance their natural affinity for radiation and transform them into living reactors.&lt;br /&gt;
&lt;br /&gt;
== Major Cities ==&lt;br /&gt;
&lt;br /&gt;
=== Nral’daaq (Epigenia) ===&lt;br /&gt;
&lt;br /&gt;
Nral’Daaq or Epigenia – depending on whether one is either [[Skrell]] or [[Dionae]] – is a bustling capital under the jurisdiction of the Consortium, is a vibrant melting pot on the planet&#039;s surface, primarily hosting the non-Dionae population. Renowned for being a hub of off-world trading, the city boasts a diverse majority-[[Skrell]] population. Its strategic location within the Consortium allows it to be a junction of sorts for economic affairs within [[Hieroaetheria]]. The city’s architectural tapestry weaves a fascinating narrative, blending Dionae and Skrell design influences across its sprawling landscape. The city&#039;s core, surrounding the Federation Embassy, boasts modern structures inspired by traditional Skrellian architecture. In contrast, the older, less-developed sections exude the Babylonian aesthetic, showcasing the city&#039;s evolution over time. Economically, it stands as the linchpin of the Consortium&#039;s trading network, orchestrating off-world commerce with finesse. The city engages in the cyclic trade of goods, relying on profits to fuel further interstellar transactions. It’s economic prowess extends beyond trading, with tourism and short-term residencies constituting another major revenue stream. The city&#039;s Skrellian architecture attracts visitors and temporary residents, contributing to its reputation as a preferred layover locale for Skrell exploring the wider Consortium – and other species from the Federation.&lt;br /&gt;
&lt;br /&gt;
=== Whispering Grove ===&lt;br /&gt;
&lt;br /&gt;
Whispering Grove, nestled within the Horn of Mede, defies its categorization as the &amp;quot;least developed&amp;quot; city within the Consortium by showcasing an industrial prowess that outshines many of the Union&#039;s and the Eternal Republic&#039;s bustling urban centres. Specializing predominantly in resource extraction and refining, the city stands as a critical hub for the Consortium&#039;s resource-driven economy. The landscape is adorned with several CosmoForge facilities, serving as the backbone for the city&#039;s mining and processing activities. Moreover, Whispering Grove hosts cutting-edge research and development sites, generously sponsored by Einstein Engines. Whispering Grove&#039;s architectural identity mirrors its industrial and resource-driven focus, blending functionality with a certain rugged charm. The cityscape is characterized by robust structures designed to withstand the demands of resource extraction and refinement processes. Utilitarian complexes, such as the CosmoForge facilities, dominate the skyline with their imposing silhouettes, marked by sturdy frames and efficient layouts. The city&#039;s infrastructure prioritizes durability, reflecting the wear and tear of constant industrial activity. In contrast to the raw industrial aesthetics, there is a subtle integration of green spaces and eco-friendly design elements. Skrellian urban planners have made efforts to harmonize the city with the surrounding natural environment, incorporating green belts, tree-lined avenues, and rooftop gardens. These green initiatives not only provide a visual respite from the industrial landscape but also contribute to the overall well-being of the city&#039;s inhabitants.&lt;br /&gt;
&lt;br /&gt;
=== Radiant Pools ===&lt;br /&gt;
&lt;br /&gt;
Radiant Pools, the solitary Consortium population centre within Eastern Mede, derives its evocative name from its strategic location in close proximity to the mesmerizing sulfur lakes that dot the region. The city harnesses the latent power of these natural phenomena, primarily exploiting the sulfur lakes for geothermal energy and extracting gases for the production of warpdrive fuel.  Architecturally, Radiant Pools seamlessly integrates with its geothermal surroundings, adopting a design that harmonizes with the natural elements. The cityscape features structures adorned with sleek, energy-efficient facades, often incorporating reflective surfaces to amplify the ambient light for its Dionae population. The incorporation of transparent materials in building design allows residents and visitors to enjoy panoramic views of the citys and the surrounding landscape while benefiting from abundant natural light. In contrast to the industrial aesthetic of other resource-driven cities, Radiant Pools incorporates sustainable and eco-friendly architectural elements. Green roofs adorned with native vegetation provide insulation and contribute to the city&#039;s commitment to environmental harmony.&lt;br /&gt;
&lt;br /&gt;
=== Glimmering Glades ===&lt;br /&gt;
&lt;br /&gt;
Glimmering Glades, positioned at the juncture of the desert and temperate biomes in Western Mede, is an expansive metropolis that lives up to its enchanting moniker. This thriving city, one of the largest within the Consortium, stands as a testament to the diversity of the region, both in terms of its ecological surroundings and its inhabitants. Notably, Glimmering Glades boasts a substantial non-Dionae population, a characteristic not commonly observed beyond the city limits of Nral&#039;daaq. The city&#039;s cultural richness is reflected in its bustling markets, lively streets, and a vibrant tapestry of traditions that weave together the varied backgrounds of its diverse populace. As a result of its architectural fusion of desert and temperate influences, Glimmering Glades offers a captivating blend of styles that complement the city&#039;s natural surroundings. A captivating contrast is created between the sturdy adobe structures, inspired by desert architecture, and the modern, eco-friendly structures decorated with greenery. Incorporating open plazas, shaded marketplaces, and intricate courtyards, the cityscape invites visitors to explore the city&#039;s rich cultural heritage. The majority of the economic opportunities originate from AstroTerra and Orion Express, housing launch facilities for transport off of [[Hieroaetheria]] – in conjunction of course with Nral’daaq. &lt;br /&gt;
&lt;br /&gt;
=== Dustbloom Sands ===&lt;br /&gt;
&lt;br /&gt;
In Dustbloom Sands, situated near the Retheus River in Western Mede, the heartbeat of the city&#039;s economy resonates with the rhythm of nature&#039;s fury. The majority of its industry revolves around the Dustbloom, a remarkable plant that defiantly blooms only during the onslaught of vicious sandstorms. Despite facing repeated challenges from these natural phenomena, the resilient inhabitants of Dustbloom Sands have adeptly adjusted to their environment, crafting a city that not only endures but thrives amidst the swirling sands. The Dustblooms, valued for their unique radioactive properties, play a crucial role in Dionae sustenance, further emphasizing the city&#039;s reliance on the capricious interplay of sandstorms and nature&#039;s bounty. Dustbloom Sands visually represents the city&#039;s intimate connection to sandstorms and the agricultural industry it supports. The materials used in structures are often durable, weather-resistant, and designed to withstand the abrasive impact of wind-blown sand. The cityscape is characterized by low-profile buildings with sturdy foundations, providing both protection from sandstorms and resilience to harsh environmental conditions. While preserving the city&#039;s unique identity, the architecture blends functionality and pragmatism to demonstrate its resilience in the face of a challenging climate.&lt;br /&gt;
&lt;br /&gt;
=== Republica’s Landing ===&lt;br /&gt;
&lt;br /&gt;
Republica&#039;s Landing, nestled alongside Republica Cove at the opening to Retheus River, emerges as a distinctive and somewhat secluded city in the vast desert expanse. Its isolation is complemented by the unique resource that defines its economic landscape—vast lakes of tar, around which the city&#039;s industrial core is meticulously constructed. These tar lakes, while presenting challenges, have become the lifeblood of Republica&#039;s Landing, attracting influential players such as AstroTerra and CosmoForge, both of which have established significant footholds within the city to harness the valuable resource for various applications. Buildings feature sun-drenched hues and earthy tones, blending seamlessly with the natural landscape. Low-rise structures dominate the skyline, constructed with materials that offer resilience against the desert&#039;s harsh conditions, such as sun-reflective surfaces – which in turn produce electricity for the city, as well as provide a secondary source of sustenance for the Dionae population present in the city. &lt;br /&gt;
&lt;br /&gt;
== Government and Ideology ==&lt;br /&gt;
&lt;br /&gt;
The Consortium operates in a similar manner to the Harmonius Hymn mindtype – essentially a parliamentary democracy. The Consortium’s Chamber was created with the assistance of [[Skrell]] in 2393 CE – in which it began with only one political party, Consortium First. Similar to the operation of the Grand Council within the [[Nralakk Federation]], the Consortium elected to join the position of Head of Government and Head of State into one – the Chairman. Chairman Embodiment of Tranquil Stewardship was elevated to the position in August 2450 CE, following the retirement of their predecessor, now leading both the faction and the political party, Consortium First. The members of the Consortium’s Chambers undergo an election every ten years, where parties that wish to register need to comply with the requirement of at least twenty-four members should they wish to attempt to gain a seat. &lt;br /&gt;
&lt;br /&gt;
=== The Chairman ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Embodiment of Tranquil Stewardship&#039;&#039;&#039; is considered Chairman of the Consortium’s Chambers, a Cyclops-form Gestalt that has been in politics since 2424 CE – having begun as a lowly administrative assistant to a Borough Councillor, following the adoption of the political hierarchy of the Nralakk Federation with the formation of the Consortium. They quickly managed to climb the ranks, before fulfilling the position of Deputy Chairman in 2442 CE. Merely eight years later, they ascended and now lead Consortium First, remaining the incumbent political party. They attended the Gliutip&#039;lyaz University between 2399 CE and 2420 CE; having studied a variety of fields relating to socio-economics. This has led to those from the other factions present on [[Hieroaetheria]] to claim they are a political puppet for the [[Nralakk Federation]], despite the Chairman often going against their policies, despite being thankful for what they have given to [[Hieroaetheria]] following First Contact – decisively announcing to the Consortium’s Chamber shortly after inauguration that “[[Hieroaetheria]] must begin their own path, and give homage to the forebearers of the Consortium and the Commonwealth, but ultimately carve their own existence in the unforgiving Spur.” &lt;br /&gt;
&lt;br /&gt;
=== Political Parties ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Consortium First&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The only party to exist when the Consortium’s Chambers were created, it was obvious that they were going to win. Having been the reining party ever since, they have become an engrained political entity within the Consortium’s political affairs, and the greater Commonwealth’s. Their main objectives remain as being welcoming to non-Dionae, and expanding the border of the Commonwealth through a combination of terraforming and colonisation – mostly handled by government contracts awarded to native Hieroaetherian corporations, and megacorporations. They have the largest support out of all political parties within the Consortium’s Chambers, and lobby predominately for their continued reign, promising inclusive governance that brings prosperity to the entire populace of the Consortium. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hieroaetherian Vanguard&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Hieroaetherian Vanguards stand as a formidable political force within the Consortium, driven by an unwavering commitment to fortify the military prowess of their faction, and the greater Commonwealth. Rooted in the belief that a robust military presence is essential for the prosperity and security of [[Hieroaetheria]]’s sovereignity, the Vanguard advocates for increased defense budgets, advanced weaponry development, and strategic alliances with other factions. Additionally, their vision extends beyond the boundaries of their own faction, as they strive to formalize the induction of other factions on the planet into the Consortium, even in the face of the existing global co-operation, the Commonwealth of [[Hieroaetheria]]. This bold and assertive approach reflects the Hieroaetherian Vanguard&#039;s conviction that a unified front under their leadership will not only strengthen their position but also ensure the collective strength and stability of the entire interstellar region.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pioneer’s Alliance&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The Pioneer&#039;s Alliance is a visionary political entity within the Consortium of [[Hieroaetheria]], propelled by a resolute dedication to expanding the borders of the Consortium and the greater Commonwealth. Focused on the ambitious goals of colonization and terraforming, the party envisions a future where the Consortium extends its reach across distant planets light years away. Their strategic rationale lies in the belief that such expansion will not only yield valuable resources through enhanced extraction capabilities but also serve as a catalyst for economic prosperity within the Consortium. What sets the Pioneer&#039;s Alliance apart is their inclusive approach, emphasizing collaboration with the other nations on the planet—the Union of Gla&#039;orr and the Eternal Republic of the Ekane. By fostering inter-factional cooperation, the Alliance aims to fortify [[the Commonwealth of Hieroaetheria]] as a formidable player on the interstellar stage, ensuring sustained influence and shared prosperity in the face of challenges.&lt;br /&gt;
&lt;br /&gt;
=== Departments ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Department of Scientific Advancement and Research (DSAR)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Department of Scientific Advancement and Research (DSAR) stands at the forefront of technological innovation within the Consortium of [[Hieroaetheria]]. Helmed by a Skrell, &#039;&#039;&#039;Nqali Onnqa&#039;&#039;&#039;, DSAR collaborates closely with industry leaders such as Biomatik Innovations and Zeng-Hu Pharmaceuticals to spearhead groundbreaking research initiatives – as well as the Nralakk Federation in certain areas of research. It predominately focuses on advancing the Consortium’s capabilities and ensuring it manages to remain a competitor in technological innovation, even if its one of the newer factions on the interstellar stage. It also takes charge of the Consortium’s education – setting a curriculum, implementing new institutions when necessary, as well as ensuring it complies with interstellar standards so that the Consortium’s population can seek employment with their credentials outside of its borders. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Department of Planetary Affairs (DPA)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Department of Planetary Affairs (DPA), led by &#039;&#039;&#039;Roots Woven in Urban Harmony&#039;&#039;&#039;, serves as the administrative nerve center overseeing critical aspects of the Consortium&#039;s governance. Working in tandem with corporations such as Biomatik Innovations, Zeng-Hu Pharmaceuticals, and Orion Express, DPA manages the intricacies of planetary affairs – both on [[Hieroaetheria]], as well as their colonies off-world. This largely revolves around ensuring strategic supply chain management from resource extraction and refinement, ensuring the implementation and efficiency of the Hieroaetherian Resettlement Programme, and prioritizing health initiatives with the government contract awarded to both Biomatik Innovations and Zeng-Hu Pharmaceuticals for their Dionae and non-Dionae population. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Department of Economic Prosperity (DEP)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the helm of economic development, the Department of Economic Prosperity (DEP) plays a crucial role in shaping the financial landscape of the Consortium. Led by &#039;&#039;&#039;Wealth of Resources Untapped&#039;&#039;&#039;, DEP has become instrumental in bringing foreign companies to [[Hieroaetheria]] – such as [[Zeng-Hu Pharmaceuticals]], [[Orion Express]] and [[Einstein Engines]]. It collaborates closely with megacorporations, DEP is tasked with overseeing infrastructure development and employment strategies to ensure the economic welfare of the populace. Beyond these responsibilities, DEP actively engages in diverse initiatives aimed at fostering sustainable economic growth and prosperity.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Department of Interstellar Exploration (DISE)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Department of Interstellar Exploration (DISE), under the guidance of &#039;&#039;&#039;Stellar Voyager Amidst Celestial Threads&#039;&#039;&#039;, epitomizes the Consortium&#039;s ambitions beyond its planetary borders. Working closely with AstroTerra Enterprises, CosmoForge Industries, and Biomatik Innovations, DISE collaborates extensively with both native corporations and megacorporations to determine terraforming operations. Additionally, DISE charts the course for colony outposts, meticulously planning their establishment and operational frameworks. They are also responsible for ensuring the governance of a colony – and ensuring they comply with the ideals of the Consortium, often through carefully selecting a Planetary Councillor through several preliminary inquiries, and then shortlisting through interviews. This department plays a pivotal role in extending the Consortium&#039;s influence into the vast reaches of interstellar space.&lt;br /&gt;
&lt;br /&gt;
== Colonies ==&lt;br /&gt;
&lt;br /&gt;
=== Anu ===&lt;br /&gt;
[[File:Anu.png|thumb|A map of Anu, depicting the various points of interest.]]&lt;br /&gt;
Anu, [[Hieroaetheria]]&#039;s moon, and is roughly the size of Luna. It was colonised shortly after first contact, in part thanks to the efforts of the [[Nralakk Federation]] during the Consortium’s expansion into the stars. Its proximity, as well as the physiology of its orbital parent’s inhabitants, it was easily turned into a functioning colony – with newly disgorged Nymphs drafted into the Consortium’s colonisation efforts, quickly allowing a stable population to form on the moon. Root Prime, its capital, is named after the first successful spacecraft launch by the Consortium – in which there exists a monument within the center of the city to give homage to the Consortium’s beginnings.&lt;br /&gt;
&lt;br /&gt;
Root Prime, though previously a Dionae-only Colony, has since grown considerably. Sporting domes from the [[Nralakk Federation]], it houses a multitude of species present within the Consortium. Controlled climates ensure that each species can comfortably thrive within its walls, and with minor terraforming, has proven to look similar to other cities on [[Hieroaetheria]], with some holographic illusions replacing the desolate presence of space right outside. No singular industry dominates Root Prime, with career opportunities allowing many to explore their interests without any obstacles. &lt;br /&gt;
&lt;br /&gt;
There are three other settlements beside Root Prime, each smaller than their capital counterpart – though still necessary to the functioning of the colony.  The Southern Vabopia Pass houses Oqrya’s Post; named after Oqrya Eiphroxi, the [[Skrell]] who founded it. It largely operates as a thoroughfare between the Capital, and the other settlements – using its proximity and launch centres to ferry materials and people across the moon. Oqrya Eiphroxi remains Magistrate of Oqrya’s Post, having done so since its establishment. &lt;br /&gt;
&lt;br /&gt;
Kepler’s Belt is the largest “mining facility” turned city – and houses CosmoForge Technologies’ Headquarters within the city’s namesake region. With funding pushed by the native corporation, it has truly transformed into an industrial powerhouse, as well as a technological one thanks to the introduction of [[Einstein Engines]], and its research and development centres. Besides Root Prime, Kepler’s Belt is considered the safest for non-Dionae, with dome technology from [[Einstein Engines]] brought to the moon as to ensure its personnel can work without hindrance. &lt;br /&gt;
&lt;br /&gt;
Lastly, resting on the cusp of Canis Abyss is a Federation Science Outpost – Uvqethi. Uvqethi was founded following talks between the [[Nralakk Federation]] and the Consortium, in which the former expressed an interest in chartering the pitch-black regions of both Canis Abyss and Outos Chasm. It maintains an existence as a training facility for Federation cartographers, who often leave upon completion of their degree before being replaced with the next generation of Skrell seeking to make themselves a name. &lt;br /&gt;
&lt;br /&gt;
Anu is led by Planetary Governor &#039;&#039;&#039;Lasting Memories of Oephon Uqithor&#039;&#039;&#039; – a mourning mass Argus-form. Following the death of their spouse, Oephon Uqithor, they elected to pursue politics; likely as a result of the absorption of their spouse, having tragically passed away as a result of a shuttle accident, en route to their inauguration as Planetary Governor of Anu. Though there has been criticism of the Argus’ choice to absorb the deceased politician, many decrying they should have had a State Funeral, others claim it was a necessity to ensure the memories and experiences of the Skrell would forever remain with their spouse, for as long as they may live. They remain a widower, having not remarried since the death of their spouse in 2390 CE. &lt;br /&gt;
&lt;br /&gt;
=== Hope’s Tendrils ===&lt;br /&gt;
&lt;br /&gt;
Colonised after Anu, in 2401 CE, Hope’s Tendrils is a somewhat developed colony of the Consortium. It has only one city present, functioning as its capital, Verdant Cascades. It is easily compared to Earth, in that it boasts similar terrestrial conditions – climate, gravity and even size. It currently operates as a “Protected World” – in which the Consortium elected to only continue operating on the planet under the objective to study its environment, as well as fauna and flora. This has resulted in most of the populace being scientists; mostly either in the fields of xenobiology, or xenobotany, but there have been reports of xenoarchaeologists making way to Hope’s Tendrils to study skeletal remains of the species – and to dive further into the history of the planet and how it has evolved to its current state. It is led by Planetary Governor &#039;&#039;&#039;Luminescent Beacon of Blossoming Radiance&#039;&#039;&#039;, having been selected for the position in 2421 CE, and has remained as such since. There have been attempts by other political parties within the Consortium&#039;s Chambers to have its protection revoked, citing it as a perfect grounds for developing a self-sufficient colony; however Consortium First has yet to budge, using their majority within the Chambers to quash any attempts, despite a significant portion of the population agreeing with the necessity to remove its protection.&lt;br /&gt;
&lt;br /&gt;
=== Gentle Winds ===&lt;br /&gt;
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Colonised by the Consortium in 2401 CE, Gentle Winds is a barren world without an atmosphere, selected by the Department of Interstellar Exploration to begin bio-organic terraforming – essentially, a planet dedicated to the study of terraforming through biological processes exhibited by the Dionae. It has three settlements, Folium, Ramus and Flos. Each is dedicated to realizing the dreams of DISE – though, each has its own missions so to speak. Folium is responsible for the production of atmospheric gasses, Ramus for harvesting minerals to fuel the terraforming initiative, and Flos for seeding life when possible. This has largely resulted in an Engineering-centric populace to exist, comprising even other species besides Dionae. &lt;br /&gt;
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It has come far in the last six decades, thanks to strategic management by AstroTerra Enterprises. Though some processes had to be done by machinery – such as the intentional launches of ice comets in the direction of Gentle Winds – the rest has largely been completed thanks to the corporation’s ingenuity. Creating artificial gas plumes, through careful manipulation of biomass and gas bladders, a somewhat thin atmosphere has developed. This has allowed for the formation of minor lakes, and even rivers, across the landscape; it essentially digests the resources harvested by Ramus, and in turn, expels greenhouse gases that have begun to stake an existence in the skies of Gentle Winds. Flos has even begun considering the introduction of genetically modified lichens and grasses – regardless, they continue to seed the area with Nymph Nodes, which have so far been successful in instilling byproduct nutrients in the soil, increasing fertility. Terraforming of Gentle Winds is expected to be completed in 2560 CE as per its current speed, however, there have been plans to begin ramping up development on the planet. &lt;br /&gt;
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It is led by Planetary Governor &#039;&#039;&#039;Etherial Vapors Whispering Through Nebulae&#039;&#039;&#039;, having been appointed thanks to their knowledge of standard terraforming due to their time in the Gliutip&#039;lyaz University; in their dissertation for their doctorate, they sought to explore the usage of bio-organic terraforming as a replacement to current technology. The dissertation saw considerable praise from scientific minds in the Federation, and upon their return to the Consortium, they were requested to take point on the Gentle Winds project.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
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		<summary type="html">&lt;p&gt;Caelphon: /* Luthien */&lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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=Tau Ceti=&lt;br /&gt;
[[File:TAU CETI (1).png|thumb|500px|An image depicting Tau Ceti.]]&lt;br /&gt;
Tau Ceti – the centre of the Orion Spur’s economic powerhouse in the Republic of Biesel – is a G-type main-sequence star, located approximately 12 light-years from Sol. Despite being slightly smaller and cooler than Sol, it has remarkable similarities, despite being an estimated 5.8 billion years old. The reduced luminosity places its habitable zone closer to Tau Ceti, where life has thrived under its steady light, at least on Biesel. It has been known to humanity for millennia, where its brightness and position make it an easily identifiable star, it was catalogued as early as the classical era.&lt;br /&gt;
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It wasn’t until the early 22nd century that humanity set its sights on Tau Ceti as part of the rapid expansion of interstellar colonisation following the development of faster-than-light propulsion technology. In &#039;&#039;&#039;2147 CE&#039;&#039;&#039;, one of the early colony ships reached Tau Ceti, landing on Biesel, marking a significant milestone as it was among the closest systems to Sol to be settled outside humanity’s immediate stellar neighbourhood. Its moon, Valkyrie, was settled shortly after that as a base for supporting mining and exploration efforts across the system. &lt;br /&gt;
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==Caprice== &lt;br /&gt;
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See: [[Caprice]]&lt;br /&gt;
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The closest planet to Tau Ceti, [[Caprice]] is a scorched volcanic world dominated by relentless heat and ceaseless tectonic activity. Its surface is a chaotic landscape of blackened lava plains, towering volcanic peaks, and glowing rivers of molten rock. For centuries, it was largely ignored – not even scattered mining colonies or research outposts existed. Everything changed with the arrival of the [[Vaurca_Hives|Zo’ra Hive]]. Beneath the volatile surface, the Vaurcae have transformed [[Caprice]] into a thriving subterranean metropolis. Known as New Sedantis, the underground city is a testament to the ingenuity and resilience of the Zo’ra. It has often been reflected by Vaurcae that the design evokes nostalgia to [[Sedantis]]. It serves as the capital of the Court of Queens, the central seat of Vaurcaesian political and cultural power within the Orion Spur; and under the leadership of High Queen Vaur and Queen Zoleth, Caprice has become more than a home – it is a statement to the strength and survival in the face of extinction. While humanity views Caprice as a volatile and resource-poor rock, for the Zo’ra, it is a rebirth. The High Queen’s vision sees no end to this subterranean construction, even in the shadow of the Phoron Scarcity. &lt;br /&gt;
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==Luthien==&lt;br /&gt;
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Wind-scoured and barren, Luthien is a desert world cloaked in a thin nitrogen-heavy atmosphere, entirely unbreathable by most sophonts within the Orion Spur. Despite its inhospitable nature, Luthien has become somewhat of an up-and-coming development within Tau Ceti – and to an extent, the [[Republic of Biesel]]. Its surface was once littered with sprawling corporate facilities owned by [[NanoTrasen]] – at least within the planet&#039;s northern pole, where easy access to the frozen water allowed for quicker expansion of a nascent mining industry. It wasn’t until the collapse of the [[Solarian Alliance]], and the subsequent announcement of the creation of the [[Stellar Corporate Conglomerate]], that Luthien also became another facet of Hephaestus Industries’ mining facilities – with several facilities in recent years dotting Luthien’s south pole; far enough away as to not interfere with NanoTrasen’s ongoing mining efforts. Both the poles are now scarred by enormous open-pit mines, subterranean extraction facilities, and towering refineries – where the megacorporations fiercely seek to exploit the rich veins of rare metals and minerals beneath the earth.  &lt;br /&gt;
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NanoTrasen’s facility at the northern pole of Luthien – named the NanoTrasen Mining Facility Arctic Crown, is designed to maximise the efficiency of the extreme desert environment and is known throughout the Republic of Biesel for their cutting-edge mining operations and high-tech refining processes, focused on rare mineral extraction essential for the megacorporation’s border interstellar operations. It was established in &#039;&#039;&#039;2439 CE&#039;&#039;&#039;, following negotiations with both the [[Solarian Alliance]] and the [[Republic of Biesel]]. It is composed of a series of interconnected complexes designed for large-scale industrial activity, alongside research divisions that focus on mining-adjacent research and development. Complex Alpha is situated at the edge of the northern pole’s shifting dunes and largely seeks to extract heavy metals and rare earth elements buried deep beneath the earth – modular mining rigs are a common sight, with hundreds, if not thousands, of miners across the entire complex operating them. Complex Beta holds a state-of-the-art refinery that churns the raw miners into highly refined materials for NanoTrasen’s use; strict environmental controls are utilised to limit exposure and emissions of toxins, with round-the-clock atmospheric technicians constantly monitoring. Lastly, Complex Charlie hosts the Shuttleport – receiving both shipments and personnel, but also offloading the same. It is not structured too dissimilar to an extremely large warehouse, except by hosting nearly six separate docks – with only one “passenger” terminal for the personnel, leading to excruciatingly long waits for most personnel signing off of their shift. &lt;br /&gt;
[[File:luthien.jpg|thumb|400px|The Arctic Crown, the jewel of Luthien, near the planet&#039;s northern pole.]]&lt;br /&gt;
At the southern pole rests Blackridge, [[Hephaestus Industries]]&#039; own network of highly profitable mining and refining facilities, focusing instead on the extraction of minerals for drydocking, and shipbuilding. The atmosphere is abundantly clear, with a direct focus on utilising Luthien’s resources for mass production on an industrial scale – with sprawling mines seeking the vast reserves of minerals highly sought after. Its location near one of Luthien’s most active geothermal zones has resulted in Blackridge relying on automation predominately – artificial intelligence and integrated positronic chassis being the majority of the workforce, besides a growing minority of non-synthetics. Having only been established in 2462, shortly after the collapse of the [[Solarian Alliance]], Blackridge is still a rather small operation as opposed to the sprawling facility of the Arctic Crown; however, plans have been submitted to rapidly begin expanding, particularly as Hephaestus Industries comes under the control of the Unathite Guilds, and becomes the Stellar Corporate Conglomerate’s primary shipbuilders.&lt;br /&gt;
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Luthien is also home to a burgeoning population of [[Aut%27akh|Aut’akh]], known as the Pacters. Refugees that forged a working relationship with the megacorporations operating on the planet – the central tenet of the Pact is the agreement signed between the Aut’akh, NanoTrasen, and Zavodskoi Interstellar – which secured the Aut’akh labour in exchange for basic provisions, accommodation, and a biodome in which they could live and work. While the Pacters have found a degree of prosperity in this arrangement, the reality of corporate exploitation remains clear: wages are low, and most of their earnings are quickly consumed by the cost of living on the planet, leading many to seek off-world employment to send funds back to the commune. Despite these hardships, the Pacters have tempered their revolutionary ideals against anti-capitalism – thanks to the deep dependence on the corporate sponsorship of [[NanoTrasen]] and [[Zavodskoi Interstellar]] – the only facility of the latter that exists on Luthien. &lt;br /&gt;
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Besides the Pacters, the [[Vaurca_Hives|brood of Xakt]] has become a pivotal roleplayer for [[Vaurca]] within the [[Republic of Biesel]] – known for their cultivation of K’ois. Dozens, if not hundreds, of K’ois farms are scattered across the desert landscape of Luthien, maintained by both Bound and Unbound Vaurcae – the fungus’ yellow sheen can be seen creeping through the dunes, far away from the inhabited poles, and the Aut’akh. It is typically grown under controlled conditions, however, its ability to spread is often unpredictable and requires constant vigilance so as to ensure it doesn’t invade the safety of the aforementioned habitations – the potential for mycosis on Luthien is a constant debate within the [[Republic of Biesel]], with calls for a complete cessation of K’ois farming often being echoed, but so far there has been no plans set forth to restrict nor interfere with the farming of the fungus, especially when considering other avenues for phoron acquisition have come to a halt. &lt;br /&gt;
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=== Calyx ===&lt;br /&gt;
The barren and frozen moon of Luthien, Calyx serves as a quiet outpost for [[Zavodskoi Interstellar]]’s subsidiary – Confiance Technologies. Research Station Theta is the only structure that exists on the moon. It specialises in artificial intelligence and synthetic research; and has become a key hub for advancing their interests in synthetic beings, focused on developing AI systems, robotics, and synthetic biology in extreme environments. It operates at the frontier of corporate experimentation, conducting research aimed at pushing the boundaries of what is currently understood as synthetics. Though the work conducted on Calyx is highly confidential, and fiercely protected by Zavodskoi, there have been reports of researchers working with [[IPC]]s – testing their limits in ways that could be seen as morally questionable. Many of the Pacters of Luthien have come to find work within Research Station Theta; a brief trip between the planet and its moon, often only eclipsing a couple of minutes – and technically, still encompasses the terms of the agreement between the megacorporation and the Aut’akh. &lt;br /&gt;
[[File:Mendell-Skyline.jpg|250px|thumb|Mendell City, both the planetary, and system, capital. ]]&lt;br /&gt;
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== Biesel ==&lt;br /&gt;
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See: [[Biesel]]&lt;br /&gt;
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A temperate, oxygen-rich planet, [[Biesel]] is the capital of the [[Republic of Biesel]]. Colonised in the mid-2100s, it is one of the most populated planets within the Orion Spur and is a major economic powerhouse, with a thriving urban landscape, and rich resource base.  Its economy is bolstered by agriculture, notably the production of fresh crops and water, which are exported throughout Tau Ceti. The planet’s service economy also caters to its large workforce, with the megacorporations playing a dominant role in the planet’s economy, and to a large extent the entirety of the Republic of Biesel’s economy. Biesel’s capital, Mendell City, is a massive, bustling metropolis spanning thirty-thousand square kilometres and home to billions. It’s a centre of commerce with the headquarters of almost all megacorporations located in District One.&lt;br /&gt;
[[File:Pixel Planet Biesel1.png|thumb|Biesel seen from orbit.]]&lt;br /&gt;
=== Valkyrie ===&lt;br /&gt;
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See: [[Valkyrie]]&lt;br /&gt;
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The moon of Biesel, [[Valkyrie]] was the third to be settled by the [[Solarian Alliance]], and has become an essential player in the economy of Tau Ceti; though its industrial outpost doesn’t match that of [[Biesel]] or [[New Gibson]], Valkyrie&#039;s location has made it a crucial hub for trade and commerce. Early development was messy, with miners and researchers living in cramped conditions. Over time, though, the moon began to grow, and what started as small mining camps expanded into busy industrial bases. Valkyrie became a shipping and manufacturing powerhouse, especially after [[NanoTrasen]] set up the Hyperion Data Nexus in the 2400s, which played a key role in the discovery and research of Phoron. In &#039;&#039;&#039;2452 CE&#039;&#039;&#039;, after the Republic of Biesel’s secession, the moon achieved some independence, [[Valkyrie]] was declared a separate state - though remains a member of the Republic of Biesel - forming the Commonwealth of Valkyrie shortly thereafter.&lt;br /&gt;
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== New Gibson ==&lt;br /&gt;
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See: [[New Gibson]]&lt;br /&gt;
[[File:newgibson.jpg|thumb|250px|The harsh atmospheric conditions of New Gibson result in many surviving in biodomes, or far beneath the planet&#039;s surface.]]&lt;br /&gt;
The second planet within Tau Ceti to be colonised, [[New Gibson]] serves as the industrial powerhouse of Tau Ceti – located just outside the habitable zone, it is an icy, barren world with a thin atmosphere incapable of supporting life. The majority of its population resides entirely in biodomes. It is rich in valuable mineral resources, making it a vital hub for shipbuilding, manufacturing, and various other industrial sectors – its massive mining operations, spanning vast pitlands, extract concentrated ores for its manufacturing facilities. The capital of [[New Gibson]] is the Hengsha Arcology which mirrors Biesel’s urban landscapes, housing corporate elites and providing a more hospitable environment – compared to its external landscape. Though it lacks tectonic activity, is frozen, and is largely desolate, the planet remains a key producer of critical goods and contributes significantly to the broader economy of Tau Ceti and, to a large extent, the [[Republic of Biesel]]. &lt;br /&gt;
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=== Skjold ===&lt;br /&gt;
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[[New Gibson]]’s barren and rocky moon, Skjold is a cold, lifeless satellite with no atmosphere and little in the way of natural resources. However, it has been transformed into a unique hub for off-world entertainment, attracting travellers and workers from across Tau Ceti, especially from the harsh industrial landscape of [[New Gibson]] itself. Despite its inhospitable environment, [[Idris Incorporated]] has made Skjold a destination, establishing a massive entertainment complex known as the Steelworks, shortly after the secession of the [[Republic of Biesel]]. The Steelworks is a sprawling recreational facility, built into the moon’s rocky crags, featuring luxury hotels, expansive casinos, high-end restaurants, and an array of recreational facilities, including zero-gravity sports arenas, and holo-simulation entertainment hubs. Designed to offer an escape from the gruelling work on New Gibson, it seeks to provide both leisure and relaxation to the weary working class. The Steelworks’ sleek, metallic architecture stands in sharp contrast to the moon’s desolate landscape, with vast domed structures offering panoramic views of the cold, barren surface. Besides the Steelworks, it is minimally developed. It has no permanent atmosphere, and most activities are confined to subterranean or enclosed environments offered by [[Idris Incorporated]] – those seeking to enjoy the cold, barren surface are required to wear environmental suits, offered of course by the megacorporation. Skjold&#039;s lack of significant natural resources has been offset by its status as a retreat, offering a rare opportunity for workers on New Gibson to take a break from their dangerous, high-stress environments.&lt;br /&gt;
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== Reade ==  &lt;br /&gt;
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Within the outer reaches of Tau Ceti, Reade is known for its valuable hydrogen and helium extraction operations – critical to fueling warpdrives for those entering the system. The gas giant itself is sparsely inhabited, with most of the population living across its asteroid-sized moons, Xylth, Eryndal, and Zerion. The only population centre of the gas giant is Anemostrovilos,a massive, reinforced blimp-like aerostat that serves as both a city and an extraction hub, with a vast platform spanning a radius of 19 kilometres. The city, built within a biodome atop the aerostat, is anchored securely so as to mitigate the turbulent conditions of Reade’s volatile atmosphere – with most, if not all, of its professional opportunities revolving around gas extraction, harnessing the abundant gasses in Reade’s upper layers.  Anemostrovilos is subject to intense storms every few years, caused by the rotational dynamics of Reade itself. These storms can lead to temporary shutdowns of the floating city’s platforms, sometimes lasting up to three days, disrupting both commerce and daily life. The storms have added an element of danger to living on the Anemostrovilos; often resulting in many who thrive on adventure and risk flocking to it during these periods -a once-in-a-lifetime experience, where people can enjoy unparalleled views of the swirling, colourful gases of Reade’s atmosphere, and the vast, ever-changing cloudscapes beneath their feet. The aerostat is home to the Anemostrovilos College of Pioneers, an esteemed institution that trains many drawn to the frontier of space exploration. Students and faculty contribute significantly to the ongoing efforts to optimise the harvesting of Reade’s gasses; with most students typically being apprentices alongside their studies. &lt;br /&gt;
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=== Xylth ===&lt;br /&gt;
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Xylth is the largest, most developed, of Reade&#039;s moons. It is a rocky, ice-covered satellite that is home to gas refineries. Despite its harsh, frozen exterior, it has become somewhat of a regional hub among Reade and its moons – where its proximity to the gas giant has made it an ideal location for its primary objective. Though its surface is riddled with craters, and typically enormous ice fields dominate the landscape, a burgeoning population has sprung up – with several subterranean tunnels not dissimilar to an underground metro even existing, which connect the facilities, and residential areas, and allow the working class to avoid the extremes of the surface. Most of the industrial facilities are deep within Xylth, with the residential biodomes on the surface. &lt;br /&gt;
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=== Eryndal ===&lt;br /&gt;
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Eryndal is the smaller, more enigmatic moon of Reade, characterised by its vast, frozen methane seas; and while not as industrialised as Xylth, it was set to become a strategic research outpost for [[Zeng-Hu Pharmaceuticals]]. Established at the beginning of the 2400s, Eryndal was thought to be a promising research outpost but has since become a symbol of corporate neglect. Slated to host research on biotechnology and pharmaceuticals, as the years passed, Zeng-Hu’s focus shifted, and funding for the moon’s operations dwindled. Eryndal gradually became a place where personnel were sent to cool off or to be sidelined after conflicts with upper management. Its research facilities, once cutting-edge, now stand abandoned or underutilised, while the remaining staff are often relegated to menial or less glamorous tasks.  The moon has earned a reputation among Zeng-Hu employees as a punishment assignment—a place for those who have fallen out of favour with the corporate hierarchy. The sparse population now consists mostly of disgruntled researchers, low-ranking staff, and a few administrators. Despite its potential, Eryndal is now largely forgotten by the wider corporate world, reduced to a barren outpost in the eyes of many.&lt;br /&gt;
[[File:TCAFInsignia.png|200px|thumb|The Tau Ceti Armed Forces utilise Zerion as an outpost within Tau Ceti.]]&lt;br /&gt;
=== Zerion ===&lt;br /&gt;
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Both rugged and desolate, Zerion was an outpost for the [[Tau Ceti Foreign Legion]], now the [[Tau Ceti Armed Forces]], with its environmental circumstances making it unsuitable for large-scale civilian settlement. Strategically positioned, it serves as a refuelling depot for long-range patrols and logistical support, with its primary function to provide a secure, and remote, location for military operations. While it is not a heavily populated location, it hosts a dedicated crew of military personnel, engineers, and security forces who ensure the continuous operation of its critical infrastructure. It has played an indispensable role in ensuring those lurking within the outer reaches of Tau Ceti are dealt with in a timely manner. Currently, plans have been discussed by the [[Republic of Biesel]] to expand Zerion, and even include a civilian shuttleport to provide a safe, controlled entry point for travellers venturing into and out the outer rim of Tau Ceti, so as to reduce congestion on other, more heavily trafficked ports.&lt;br /&gt;
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== Chandras == &lt;br /&gt;
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With its remote location in Tau Ceti, Chandras offers unique advantages – particularly for [[Orion Express]]. The planet’s vast, icy surface is soon to be home to massive supply chain facilities, many of which are being constructed or expanded to handle the needs of the megacorporations operating in the Spur. These facilities will primarily be focused on maintaining a steady flow of goods, resources and materials between the planets within Tau Ceti. The frozen expanse of Chandras provides an ideal location for large-scale warehouses, storage tanks, and processing plants – all of which will be crucial to managing the immense supply demands of the megacorporations. Orion Express is making substantial investments in the planet’s infrastructure to accommodate its future growth. Transport hubs are being built to ensure quick shipments among Tau Ceti, with the intended goal of creating a logistics network that supports the increasingly fast-paced demands of the Spur’s economy, where the megacorporation has thought Chandras is the perfect location for a central logistics hub.  While the majority of the construction on Chandras is still in its infancy, it is clear that [[Orion Express]] sees the icy planet as a vital long-term investment. &lt;br /&gt;
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== The Dust Belt == &lt;br /&gt;
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Surrounding Tau Ceti is a chaotic, swirling ring of debris that stretches far and wide, encircling the inner planets in the system. It’s a region where the laws of nature collide with the ambition of those willing to take risks. While many consider the Belt to be little more than an obstacle to efficient travel, it is a hidden treasure trove for those brave – or reckless – enough to stake their claim. Contrary to its menacing reputation, travel through the Dust Belt has become manageable with contemporary navigation technology. However, it&#039;s not the dust or smaller particles that pose the greatest threat, but the occasional rogue asteroid, drifting aimlessly through the Belt with unpredictable trajectories. These wandering giants can be catastrophic to the unprepared ship, and the Belt&#039;s sheer vastness means that the risk is never far from any passing vessel.&lt;br /&gt;
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Despite the risks, the Dust Belt has become a hotbed of activity for independent contractors looking to make their fortune. No entity has laid claim to the belt, as the danger posed by rogue asteroids, the distance from Biesel, and generally the inhospitable nature, have dissuaded large-scale mining or commercial operations. This lack of central authority has given rise to a wild frontier of opportunistic miners, salvagers, and scavengers; typically operating in small, nimble ships capable of quickly darting in and out of the debris fields in search of valuable resources, lost cargo, and derelict vessels. &lt;br /&gt;
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The primary allure is the wealth within its debris, where the Dust Belt is rife with shipwrecks, abandoned attempts of stations and rich rare minerals embedded in asteroid fragments – with the constant collisions within the Belt often exposing previously undiscovered caches of valuable resources.  As a result of the lack of any recognisable claim, and the general lack of desire for patrols within the Dust Belt by the Republic of Biesel, or the megacorporations, it has become somewhat lawless – at least if one is careful. Those within the Belt live by their own rules, where the few protections within the Belt have cultivated a culture of self-reliance and fierce independence among those that consider the Belt their mainstream of income. It isn’t unheard of for these independent groups to form loose alliances, but these relationships can be as fleeting and volatile as the debris surrounding them. &lt;br /&gt;
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===Isolara===&lt;br /&gt;
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A colossal space station nestled within the Dust Belt, Isolara stands as one of the largest stations within Tau Ceti and one of the most populous and expansive installations within the Spur. Established in &#039;&#039;&#039;2411 CE&#039;&#039;&#039;, it has swelled to a permanent population numbering in the hundreds of thousands and is a vibrant hub of activity, commerce, and life within the Belt. The majority of its residents are off-worlders, with a growing minority of non-humans beginning to appear within Isolara. &lt;br /&gt;
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Despite its isolation, Isolara thrives from the symbiotic relationship it has developed with Orion Express. With its industries largely focused on salvage operations and mineral extraction within the Belt, it relies on [[Orion Express]] to deliver essential goods, advanced equipment, and luxuries that can sustain Isolara’s massive population, in which the exchange has come to be the lifeline of its economy. &lt;br /&gt;
Isolara was offered recognition as part of the [[Republic of Biesel]] shortly after its secession, to which they requested instead a semi-autonomous identity under the legal purview of Reade; which grants it the benefits of formal legal protection and representation, but allows its physical and cultural detachment from the rest of Tau Ceti to function with a degree of independence. The unique political dynamic of Isolara is largely influenced by a mix of local governance, industry-driven priorities, and adherence to the [[Republic of Biesel]]’s laws. It is led by &#039;&#039;&#039;Custodian Reida Veylan&#039;&#039;&#039;, having been in the position since &#039;&#039;&#039;2457 CE&#039;&#039;&#039;. &lt;br /&gt;
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Physically, Isolara is an awe-inspiring structure, with multiple layers of modular sections having been constructed over decades of expansion; where the outer sections are dominated by salvage and processing facilities — countless Isolarians can be seen working tirelessly to harvest and refine the resources present within the Dust Belt. The inner sections typically house sprawling residential quarters, bustling markets, recreational zones, and cultural centres, catering to the diverse needs of the Isolarians. Many Isolarians take pride in their ability to endure and thrive in the face of adversity, particularly being shaped by Isolara’s isolation. Their traditions and celebrations often revolve around the shared experiences of life in the Dust Belt and Isolarian culture is characterised by a strong sense of mutual support and resilience. However, this isolation also breeds a certain wariness of outside influences, with many preferring to keep their affairs separate from the politics and disputes of the wider Republic of Biesel, and the greater Spur.&lt;br /&gt;
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== Dumas ==&lt;br /&gt;
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Bleak and unremarkable, located in the farthest reaches of Tau Ceti, Dumas exists. Its size, and harsh environment, make it an unattractive target for settlement or industrial development. With an almost total absence of natural light due to its position in the shadow of the Dust Belt, Dumas is perpetually shrouded in darkness, with temperatures that plummet to near absolute zero. These extreme conditions, coupled with the body’s lack of any significant resources or minerals, render it an inhospitable and unprofitable location for any major ventures. With no known resources to exploit and no infrastructure in place, Dumas is largely left to drift unnoticed, offering little more than a cold, desolate space.&lt;br /&gt;
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== Romanovich Cloud == &lt;br /&gt;
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The Romanovich Cloud is a vast, remote shell of icy, rocky, and metallic bodies that orbit the farthest reaches of Tau Ceti, beyond even the Dust Belt. It&#039;s a crucial source of raw materials for the entire system, with large deposits of precious metals, and radioactive elements, and was previously the largest deposit of Phoron outside of the [[Republic of Elyra]]. [[NanoTrasen]] had made the Romanovich Cloud a key part of its operations, at least until Phoron had dried up within it. &lt;br /&gt;
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A notable location within the Cloud was the NSS Aurora; founded in 2459 by NanoTrasen it was a station built to replace its eponymous predecessor. Situated in a Phoron-rich asteroid, the Aurora was responsible for mining and researching the valuable mineral. Due to the importance of the Romanovich Cloud, the station was the site of important events related to Tau Ceti, including the latest [[KING OF THE WORLD|Solarian invasion]]. The crew did not live on-site and commuted between the facility and the Odin during shifts. As phoron deposits began to run out, the NSS Aurora&#039;s importance quickly diminished. A share of its crew was transferred to the [[SCCV Horizon]]. The station remains open and is mainly used to scrap whatever minerals are left in its foundations. &lt;br /&gt;
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Another notable location is the Grand Romanovich Casino, which opened in 2462 and is a [[Crevus|Crevan]]-style casino floating in a touristic zone of the cloud. It was the first Adhomian casino to open in space. The Grand Romanovich has gambling spaces, a shooting range, a swimming pool, an indoor snowmobile circuit, a bar, a restaurant, and hotel rooms among its attractions. Despite the [[Ghosts of War Arc|recent incidents]] - including deaths and two conspiracies - the establishment remains open thanks to its ties with [[Idris Incorporated]]. The Grand Romanovich has become a point of interest for those interested in the criminal and [[Bad Moon on the Rise Arc|paranormal story]] of Tau Ceti.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Caelphon/Sandbox1&amp;diff=34881</id>
		<title>User:Caelphon/Sandbox1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Caelphon/Sandbox1&amp;diff=34881"/>
		<updated>2024-12-08T10:56:32Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Tau Ceti=&lt;br /&gt;
[[File:TAU CETI (1).png|thumb|500px|An image depicting Tau Ceti.]]&lt;br /&gt;
Tau Ceti – the centre of the Orion Spur’s economic powerhouse in the Republic of Biesel – is a G-type main-sequence star, located approximately 12 light-years from Sol. Despite being slightly smaller and cooler than Sol, it has remarkable similarities, despite being an estimated 5.8 billion years old. The reduced luminosity places its habitable zone closer to Tau Ceti, where life has thrived under its steady light, at least on Biesel. It has been known to humanity for millennia, where its brightness and position make it an easily identifiable star, it was catalogued as early as the classical era.&lt;br /&gt;
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It wasn’t until the early 22nd century that humanity set its sights on Tau Ceti as part of the rapid expansion of interstellar colonisation following the development of faster-than-light propulsion technology. In &#039;&#039;&#039;2147 CE&#039;&#039;&#039;, one of the early colony ships reached Tau Ceti, landing on Biesel, marking a significant milestone as it was among the closest systems to Sol to be settled outside humanity’s immediate stellar neighbourhood. Its moon, Valkyrie, was settled shortly after that as a base for supporting mining and exploration efforts across the system. &lt;br /&gt;
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==Caprice== &lt;br /&gt;
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See: [[Caprice]]&lt;br /&gt;
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The closest planet to Tau Ceti, [[Caprice]] is a scorched volcanic world dominated by relentless heat and ceaseless tectonic activity. Its surface is a chaotic landscape of blackened lava plains, towering volcanic peaks, and glowing rivers of molten rock. For centuries, it was largely ignored – not even scattered mining colonies or research outposts existed. Everything changed with the arrival of the [[Vaurca_Hives|Zo’ra Hive]]. Beneath the volatile surface, the Vaurcae have transformed [[Caprice]] into a thriving subterranean metropolis. Known as New Sedantis, the underground city is a testament to the ingenuity and resilience of the Zo’ra. It has often been reflected by Vaurcae that the design evokes nostalgia to [[Sedantis]]. It serves as the capital of the Court of Queens, the central seat of Vaurcaesian political and cultural power within the Orion Spur; and under the leadership of High Queen Vaur and Queen Zoleth, Caprice has become more than a home – it is a statement to the strength and survival in the face of extinction. While humanity views Caprice as a volatile and resource-poor rock, for the Zo’ra, it is a rebirth. The High Queen’s vision sees no end to this subterranean construction, even in the shadow of the Phoron Scarcity. &lt;br /&gt;
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==Luthien==&lt;br /&gt;
&lt;br /&gt;
Wind-scoured and barren, Luthien is a desert world cloaked in a thin nitrogen-heavy atmosphere, entirely unbreathable by most sophonts within the Orion Spur. Despite its inhospitable nature, Luthien has become somewhat of an up-and-coming development within Tau Ceti – and to an extent, the [[Republic of Biesel]]. Its surface was once littered with sprawling corporate facilities owned by [[NanoTrasen]] – at least within the planet&#039;s northern pole, where easy access to the frozen water allowed for quicker expansion of a nascent mining industry. It wasn’t until the collapse of the [[Solarian Alliance]], and the subsequent announcement of the creation of the [[Stellar Corporate Conglomerate]], that Luthien also became another facet of Hephaestus Industries’ mining facilities – with several facilities in recent years dotting Luthien’s south pole; far enough away as to not interfere with NanoTrasen’s ongoing mining efforts. Both the poles are now scarred by enormous open-pit mines, subterranean extraction facilities, and towering refineries – where the megacorporations fiercely seek to exploit the rich veins of rare metals and minerals beneath the earth.  &lt;br /&gt;
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NanoTrasen’s facility at the northern pole of Luthien – named the NanoTrasen Mining Facility Arctic Crown, is designed to maximise the efficiency of the extreme desert environment and is known throughout the Republic of Biesel for their cutting-edge mining operations and high-tech refining processes, focused on rare mineral extraction essential for the megacorporation’s border interstellar operations. It was established in &#039;&#039;&#039;2439 CE&#039;&#039;&#039;, following negotiations with both the [[Solarian Alliance]] and the [[Republic of Biesel]]. It is composed of a series of interconnected complexes designed for large-scale industrial activity, alongside research divisions that focus on mining-adjacent research and development. Complex Alpha, or just “Alph” as colloquially known, is situated at the edge of the northern pole’s shifting dunes and largely seeks to extract heavy metals and rare earth elements buried deep beneath the earth – modular mining rigs are a common sight, with hundreds, if not thousands, of miners across the entire complex operating them. Complex Beta, again merely Beta, holds a state-of-the-art refinery that churns the raw miners into highly refined materials for NanoTrasen’s use; strict environmental controls are utilised to limit exposure and emissions of toxins, with round-the-clock atmospheric technicians constantly monitoring. Lastly, Complex Charlie hosts the Shuttleport – receiving both shipments and personnel, but also offloading the same. It is not structured too dissimilar to an extremely large warehouse, except by hosting nearly six separate docks – with only one “passenger” terminal for the personnel, leading to excruciatingly long waits for most personnel signing off of their shift. &lt;br /&gt;
[[File:luthien.jpg|thumb|400px|The Arctic Crown, the jewel of Luthien, near the planet&#039;s northern pole.]]&lt;br /&gt;
At the southern pole rests Blackridge, [[Hephaestus Industries]]&#039; own network of highly profitable mining and refining facilities, focusing instead on the extraction of minerals for drydocking, and shipbuilding. The atmosphere is abundantly clear, with a direct focus on utilising Luthien’s resources for mass production on an industrial scale – with sprawling mines seeking the vast reserves of minerals highly sought after. Its location near one of Luthien’s most active geothermal zones has resulted in Blackridge relying on automation predominately – artificial intelligence and integrated positronic chassis being the majority of the workforce, besides a growing minority of non-synthetics. Having only been established in 2462, shortly after the collapse of the [[Solarian Alliance]], Blackridge is still a rather small operation as opposed to the sprawling facility of the Arctic Crown; however, plans have been submitted to rapidly begin expanding, particularly as Hephaestus Industries comes under the control of the Unathite Guilds, and becomes the Stellar Corporate Conglomerate’s primary shipbuilders.&lt;br /&gt;
 &lt;br /&gt;
Luthien is also home to a burgeoning population of [[Aut%27akh|Aut’akh]], known as the Pacters. Refugees that forged a working relationship with the megacorporations operating on the planet – the central tenet of the Pact is the agreement signed between the Aut’akh, NanoTrasen, and Zavodskoi Interstellar – which secured the Aut’akh labour in exchange for basic provisions, accommodation, and a biodome in which they could live and work. While the Pacters have found a degree of prosperity in this arrangement, the reality of corporate exploitation remains clear: wages are low, and most of their earnings are quickly consumed by the cost of living on the planet, leading many to seek off-world employment to send funds back to the commune. Despite these hardships, the Pacters have tempered their revolutionary ideals against anti-capitalism – thanks to the deep dependence on the corporate sponsorship of [[NanoTrasen]] and [[Zavodskoi Interstellar]] – the only facility of the latter that exists on Luthien. &lt;br /&gt;
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Besides the Pacters, the [[Vaurca_Hives|brood of Xakt]] has become a pivotal roleplayer for [[Vaurca]] within the [[Republic of Biesel]] – known for their cultivation of K’ois. Dozens, if not hundreds, of K’ois farms are scattered across the desert landscape of Luthien, maintained by both Bound and Unbound Vaurcae – the fungus’ yellow sheen can be seen creeping through the dunes, far away from the inhabited poles, and the Aut’akh. It is typically grown under controlled conditions, however, its ability to spread is often unpredictable and requires constant vigilance so as to ensure it doesn’t invade the safety of the aforementioned habitations – the potential for mycosis on Luthien is a constant debate within the [[Republic of Biesel]], with calls for a complete cessation of K’ois farming often being echoed, but so far there has been no plans set forth to restrict nor interfere with the farming of the fungus, especially when considering other avenues for phoron acquisition have come to a halt. &lt;br /&gt;
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=== Calyx ===&lt;br /&gt;
The barren and frozen moon of Luthien, Calyx serves as a quiet outpost for [[Zavodskoi Interstellar]]’s subsidiary – Confiance Technologies. Research Station Theta is the only structure that exists on the moon. It specialises in artificial intelligence and synthetic research; and has become a key hub for advancing their interests in synthetic beings, focused on developing AI systems, robotics, and synthetic biology in extreme environments. It operates at the frontier of corporate experimentation, conducting research aimed at pushing the boundaries of what is currently understood as synthetics. Though the work conducted on Calyx is highly confidential, and fiercely protected by Zavodskoi, there have been reports of researchers working with [[IPC]]s – testing their limits in ways that could be seen as morally questionable. Many of the Pacters of Luthien have come to find work within Research Station Theta; a brief trip between the planet and its moon, often only eclipsing a couple of minutes – and technically, still encompasses the terms of the agreement between the megacorporation and the Aut’akh. &lt;br /&gt;
[[File:Mendell-Skyline.jpg|250px|thumb|Mendell City, both the planetary, and system, capital. ]]&lt;br /&gt;
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== Biesel ==&lt;br /&gt;
 &lt;br /&gt;
See: [[Biesel]]&lt;br /&gt;
&lt;br /&gt;
A temperate, oxygen-rich planet, [[Biesel]] is the capital of the [[Republic of Biesel]]. Colonised in the mid-2100s, it is one of the most populated planets within the Orion Spur and is a major economic powerhouse, with a thriving urban landscape, and rich resource base.  Its economy is bolstered by agriculture, notably the production of fresh crops and water, which are exported throughout Tau Ceti. The planet’s service economy also caters to its large workforce, with the megacorporations playing a dominant role in the planet’s economy, and to a large extent the entirety of the Republic of Biesel’s economy. Biesel’s capital, Mendell City, is a massive, bustling metropolis spanning thirty-thousand square kilometres and home to billions. It’s a centre of commerce with the headquarters of almost all megacorporations located in District One.&lt;br /&gt;
[[File:Pixel Planet Biesel1.png|thumb|Biesel seen from orbit.]]&lt;br /&gt;
=== Valkyrie ===&lt;br /&gt;
&lt;br /&gt;
See: [[Valkyrie]]&lt;br /&gt;
&lt;br /&gt;
The moon of Biesel, [[Valkyrie]] was the third to be settled by the [[Solarian Alliance]], and has become an essential player in the economy of Tau Ceti; though its industrial outpost doesn’t match that of [[Biesel]] or [[New Gibson]], Valkyrie&#039;s location has made it a crucial hub for trade and commerce. Early development was messy, with miners and researchers living in cramped conditions. Over time, though, the moon began to grow, and what started as small mining camps expanded into busy industrial bases. Valkyrie became a shipping and manufacturing powerhouse, especially after [[NanoTrasen]] set up the Hyperion Data Nexus in the 2400s, which played a key role in the discovery and research of Phoron. In &#039;&#039;&#039;2452 CE&#039;&#039;&#039;, after the Republic of Biesel’s secession, the moon achieved some independence, [[Valkyrie]] was declared a separate state - though remains a member of the Republic of Biesel - forming the Commonwealth of Valkyrie shortly thereafter.&lt;br /&gt;
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== New Gibson ==&lt;br /&gt;
 &lt;br /&gt;
See: [[New Gibson]]&lt;br /&gt;
[[File:newgibson.jpg|thumb|250px|The harsh atmospheric conditions of New Gibson result in many surviving in biodomes, or far beneath the planet&#039;s surface.]]&lt;br /&gt;
The second planet within Tau Ceti to be colonised, [[New Gibson]] serves as the industrial powerhouse of Tau Ceti – located just outside the habitable zone, it is an icy, barren world with a thin atmosphere incapable of supporting life. The majority of its population resides entirely in biodomes. It is rich in valuable mineral resources, making it a vital hub for shipbuilding, manufacturing, and various other industrial sectors – its massive mining operations, spanning vast pitlands, extract concentrated ores for its manufacturing facilities. The capital of [[New Gibson]] is the Hengsha Arcology which mirrors Biesel’s urban landscapes, housing corporate elites and providing a more hospitable environment – compared to its external landscape. Though it lacks tectonic activity, is frozen, and is largely desolate, the planet remains a key producer of critical goods and contributes significantly to the broader economy of Tau Ceti and, to a large extent, the [[Republic of Biesel]]. &lt;br /&gt;
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=== Skjold ===&lt;br /&gt;
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[[New Gibson]]’s barren and rocky moon, Skjold is a cold, lifeless satellite with no atmosphere and little in the way of natural resources. However, it has been transformed into a unique hub for off-world entertainment, attracting travellers and workers from across Tau Ceti, especially from the harsh industrial landscape of [[New Gibson]] itself. Despite its inhospitable environment, [[Idris Incorporated]] has made Skjold a destination, establishing a massive entertainment complex known as the Steelworks, shortly after the secession of the [[Republic of Biesel]]. The Steelworks is a sprawling recreational facility, built into the moon’s rocky crags, featuring luxury hotels, expansive casinos, high-end restaurants, and an array of recreational facilities, including zero-gravity sports arenas, and holo-simulation entertainment hubs. Designed to offer an escape from the gruelling work on New Gibson, it seeks to provide both leisure and relaxation to the weary working class. The Steelworks’ sleek, metallic architecture stands in sharp contrast to the moon’s desolate landscape, with vast domed structures offering panoramic views of the cold, barren surface. Besides the Steelworks, it is minimally developed. It has no permanent atmosphere, and most activities are confined to subterranean or enclosed environments offered by [[Idris Incorporated]] – those seeking to enjoy the cold, barren surface are required to wear environmental suits, offered of course by the megacorporation. Skjold&#039;s lack of significant natural resources has been offset by its status as a retreat, offering a rare opportunity for workers on New Gibson to take a break from their dangerous, high-stress environments.&lt;br /&gt;
&lt;br /&gt;
== Reade ==  &lt;br /&gt;
&lt;br /&gt;
Within the outer reaches of Tau Ceti, Reade is known for its valuable hydrogen and helium extraction operations – critical to fueling warpdrives for those entering the system. The gas giant itself is sparsely inhabited, with most of the population living across its asteroid-sized moons, Xylth, Eryndal, and Zerion. The only population centre of the gas giant is Anemostrovilos,a massive, reinforced blimp-like aerostat that serves as both a city and an extraction hub, with a vast platform spanning a radius of 19 kilometres. The city, built within a biodome atop the aerostat, is anchored securely so as to mitigate the turbulent conditions of Reade’s volatile atmosphere – with most, if not all, of its professional opportunities revolving around gas extraction, harnessing the abundant gasses in Reade’s upper layers.  Anemostrovilos is subject to intense storms every few years, caused by the rotational dynamics of Reade itself. These storms can lead to temporary shutdowns of the floating city’s platforms, sometimes lasting up to three days, disrupting both commerce and daily life. The storms have added an element of danger to living on the Anemostrovilos; often resulting in many who thrive on adventure and risk flocking to it during these periods -a once-in-a-lifetime experience, where people can enjoy unparalleled views of the swirling, colourful gases of Reade’s atmosphere, and the vast, ever-changing cloudscapes beneath their feet. The aerostat is home to the Anemostrovilos College of Pioneers, an esteemed institution that trains many drawn to the frontier of space exploration. Students and faculty contribute significantly to the ongoing efforts to optimise the harvesting of Reade’s gasses; with most students typically being apprentices alongside their studies. &lt;br /&gt;
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=== Xylth ===&lt;br /&gt;
 &lt;br /&gt;
Xylth is the largest, most developed, of Reade&#039;s moons. It is a rocky, ice-covered satellite that is home to gas refineries. Despite its harsh, frozen exterior, it has become somewhat of a regional hub among Reade and its moons – where its proximity to the gas giant has made it an ideal location for its primary objective. Though its surface is riddled with craters, and typically enormous ice fields dominate the landscape, a burgeoning population has sprung up – with several subterranean tunnels not dissimilar to an underground metro even existing, which connect the facilities, and residential areas, and allow the working class to avoid the extremes of the surface. Most of the industrial facilities are deep within Xylth, with the residential biodomes on the surface. &lt;br /&gt;
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=== Eryndal ===&lt;br /&gt;
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Eryndal is the smaller, more enigmatic moon of Reade, characterised by its vast, frozen methane seas; and while not as industrialised as Xylth, it was set to become a strategic research outpost for [[Zeng-Hu Pharmaceuticals]]. Established at the beginning of the 2400s, Eryndal was thought to be a promising research outpost but has since become a symbol of corporate neglect. Slated to host research on biotechnology and pharmaceuticals, as the years passed, Zeng-Hu’s focus shifted, and funding for the moon’s operations dwindled. Eryndal gradually became a place where personnel were sent to cool off or to be sidelined after conflicts with upper management. Its research facilities, once cutting-edge, now stand abandoned or underutilised, while the remaining staff are often relegated to menial or less glamorous tasks.  The moon has earned a reputation among Zeng-Hu employees as a punishment assignment—a place for those who have fallen out of favour with the corporate hierarchy. The sparse population now consists mostly of disgruntled researchers, low-ranking staff, and a few administrators. Despite its potential, Eryndal is now largely forgotten by the wider corporate world, reduced to a barren outpost in the eyes of many.&lt;br /&gt;
[[File:TCAFInsignia.png|200px|thumb|The Tau Ceti Armed Forces utilise Zerion as an outpost within Tau Ceti.]]&lt;br /&gt;
=== Zerion ===&lt;br /&gt;
&lt;br /&gt;
Both rugged and desolate, Zerion was an outpost for the [[Tau Ceti Foreign Legion]], now the [[Tau Ceti Armed Forces]], with its environmental circumstances making it unsuitable for large-scale civilian settlement. Strategically positioned, it serves as a refuelling depot for long-range patrols and logistical support, with its primary function to provide a secure, and remote, location for military operations. While it is not a heavily populated location, it hosts a dedicated crew of military personnel, engineers, and security forces who ensure the continuous operation of its critical infrastructure. It has played an indispensable role in ensuring those lurking within the outer reaches of Tau Ceti are dealt with in a timely manner. Currently, plans have been discussed by the [[Republic of Biesel]] to expand Zerion, and even include a civilian shuttleport to provide a safe, controlled entry point for travellers venturing into and out the outer rim of Tau Ceti, so as to reduce congestion on other, more heavily trafficked ports.&lt;br /&gt;
&lt;br /&gt;
== Chandras == &lt;br /&gt;
 &lt;br /&gt;
With its remote location in Tau Ceti, Chandras offers unique advantages – particularly for [[Orion Express]]. The planet’s vast, icy surface is soon to be home to massive supply chain facilities, many of which are being constructed or expanded to handle the needs of the megacorporations operating in the Spur. These facilities will primarily be focused on maintaining a steady flow of goods, resources and materials between the planets within Tau Ceti. The frozen expanse of Chandras provides an ideal location for large-scale warehouses, storage tanks, and processing plants – all of which will be crucial to managing the immense supply demands of the megacorporations. Orion Express is making substantial investments in the planet’s infrastructure to accommodate its future growth. Transport hubs are being built to ensure quick shipments among Tau Ceti, with the intended goal of creating a logistics network that supports the increasingly fast-paced demands of the Spur’s economy, where the megacorporation has thought Chandras is the perfect location for a central logistics hub.  While the majority of the construction on Chandras is still in its infancy, it is clear that [[Orion Express]] sees the icy planet as a vital long-term investment. &lt;br /&gt;
&lt;br /&gt;
== The Dust Belt == &lt;br /&gt;
&lt;br /&gt;
Surrounding Tau Ceti is a chaotic, swirling ring of debris that stretches far and wide, encircling the inner planets in the system. It’s a region where the laws of nature collide with the ambition of those willing to take risks. While many consider the Belt to be little more than an obstacle to efficient travel, it is a hidden treasure trove for those brave – or reckless – enough to stake their claim. Contrary to its menacing reputation, travel through the Dust Belt has become manageable with contemporary navigation technology. However, it&#039;s not the dust or smaller particles that pose the greatest threat, but the occasional rogue asteroid, drifting aimlessly through the Belt with unpredictable trajectories. These wandering giants can be catastrophic to the unprepared ship, and the Belt&#039;s sheer vastness means that the risk is never far from any passing vessel.&lt;br /&gt;
&lt;br /&gt;
Despite the risks, the Dust Belt has become a hotbed of activity for independent contractors looking to make their fortune. No entity has laid claim to the belt, as the danger posed by rogue asteroids, the distance from Biesel, and generally the inhospitable nature, have dissuaded large-scale mining or commercial operations. This lack of central authority has given rise to a wild frontier of opportunistic miners, salvagers, and scavengers; typically operating in small, nimble ships capable of quickly darting in and out of the debris fields in search of valuable resources, lost cargo, and derelict vessels. &lt;br /&gt;
&lt;br /&gt;
The primary allure is the wealth within its debris, where the Dust Belt is rife with shipwrecks, abandoned attempts of stations and rich rare minerals embedded in asteroid fragments – with the constant collisions within the Belt often exposing previously undiscovered caches of valuable resources.  As a result of the lack of any recognisable claim, and the general lack of desire for patrols within the Dust Belt by the Republic of Biesel, or the megacorporations, it has become somewhat lawless – at least if one is careful. Those within the Belt live by their own rules, where the few protections within the Belt have cultivated a culture of self-reliance and fierce independence among those that consider the Belt their mainstream of income. It isn’t unheard of for these independent groups to form loose alliances, but these relationships can be as fleeting and volatile as the debris surrounding them. &lt;br /&gt;
&lt;br /&gt;
===Isolara===&lt;br /&gt;
&lt;br /&gt;
A colossal space station nestled within the Dust Belt, Isolara stands as one of the largest stations within Tau Ceti and one of the most populous and expansive installations within the Spur. Established in &#039;&#039;&#039;2411 CE&#039;&#039;&#039;, it has swelled to a permanent population numbering in the hundreds of thousands and is a vibrant hub of activity, commerce, and life within the Belt. The majority of its residents are off-worlders, with a growing minority of non-humans beginning to appear within Isolara. &lt;br /&gt;
&lt;br /&gt;
Despite its isolation, Isolara thrives from the symbiotic relationship it has developed with Orion Express. With its industries largely focused on salvage operations and mineral extraction within the Belt, it relies on [[Orion Express]] to deliver essential goods, advanced equipment, and luxuries that can sustain Isolara’s massive population, in which the exchange has come to be the lifeline of its economy. &lt;br /&gt;
Isolara was offered recognition as part of the [[Republic of Biesel]] shortly after its secession, to which they requested instead a semi-autonomous identity under the legal purview of Reade; which grants it the benefits of formal legal protection and representation, but allows its physical and cultural detachment from the rest of Tau Ceti to function with a degree of independence. The unique political dynamic of Isolara is largely influenced by a mix of local governance, industry-driven priorities, and adherence to the [[Republic of Biesel]]’s laws. It is led by &#039;&#039;&#039;Custodian Reida Veylan&#039;&#039;&#039;, having been in the position since &#039;&#039;&#039;2457 CE&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Physically, Isolara is an awe-inspiring structure, with multiple layers of modular sections having been constructed over decades of expansion; where the outer sections are dominated by salvage and processing facilities — countless Isolarians can be seen working tirelessly to harvest and refine the resources present within the Dust Belt. The inner sections typically house sprawling residential quarters, bustling markets, recreational zones, and cultural centres, catering to the diverse needs of the Isolarians. Many Isolarians take pride in their ability to endure and thrive in the face of adversity, particularly being shaped by Isolara’s isolation. Their traditions and celebrations often revolve around the shared experiences of life in the Dust Belt and Isolarian culture is characterised by a strong sense of mutual support and resilience. However, this isolation also breeds a certain wariness of outside influences, with many preferring to keep their affairs separate from the politics and disputes of the wider Republic of Biesel, and the greater Spur.&lt;br /&gt;
&lt;br /&gt;
== Dumas ==&lt;br /&gt;
&lt;br /&gt;
Bleak and unremarkable, located in the farthest reaches of Tau Ceti, Dumas exists. Its size, and harsh environment, make it an unattractive target for settlement or industrial development. With an almost total absence of natural light due to its position in the shadow of the Dust Belt, Dumas is perpetually shrouded in darkness, with temperatures that plummet to near absolute zero. These extreme conditions, coupled with the body’s lack of any significant resources or minerals, render it an inhospitable and unprofitable location for any major ventures. With no known resources to exploit and no infrastructure in place, Dumas is largely left to drift unnoticed, offering little more than a cold, desolate space.&lt;br /&gt;
&lt;br /&gt;
== Romanovich Cloud == &lt;br /&gt;
&lt;br /&gt;
The Romanovich Cloud is a vast, remote shell of icy, rocky, and metallic bodies that orbit the farthest reaches of Tau Ceti, beyond even the Dust Belt. It&#039;s a crucial source of raw materials for the entire system, with large deposits of precious metals, and radioactive elements, and was previously the largest deposit of Phoron outside of the [[Republic of Elyra]]. [[NanoTrasen]] had made the Romanovich Cloud a key part of its operations, at least until Phoron had dried up within it. &lt;br /&gt;
&lt;br /&gt;
A notable location within the Cloud was the NSS Aurora; founded in 2459 by NanoTrasen it was a station built to replace its eponymous predecessor. Situated in a Phoron-rich asteroid, the Aurora was responsible for mining and researching the valuable mineral. Due to the importance of the Romanovich Cloud, the station was the site of important events related to Tau Ceti, including the latest [[KING OF THE WORLD|Solarian invasion]]. The crew did not live on-site and commuted between the facility and the Odin during shifts. As phoron deposits began to run out, the NSS Aurora&#039;s importance quickly diminished. A share of its crew was transferred to the [[SCCV Horizon]]. The station remains open and is mainly used to scrap whatever minerals are left in its foundations. &lt;br /&gt;
&lt;br /&gt;
Another notable location is the Grand Romanovich Casino, which opened in 2462 and is a [[Crevus|Crevan]]-style casino floating in a touristic zone of the cloud. It was the first Adhomian casino to open in space. The Grand Romanovich has gambling spaces, a shooting range, a swimming pool, an indoor snowmobile circuit, a bar, a restaurant, and hotel rooms among its attractions. Despite the [[Ghosts of War Arc|recent incidents]] - including deaths and two conspiracies - the establishment remains open thanks to its ties with [[Idris Incorporated]]. The Grand Romanovich has become a point of interest for those interested in the criminal and [[Bad Moon on the Rise Arc|paranormal story]] of Tau Ceti.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Caelphon/Sandbox1&amp;diff=34880</id>
		<title>User:Caelphon/Sandbox1</title>
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		<updated>2024-12-08T10:55:41Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Biesel */&lt;/p&gt;
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&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Tau Ceti=&lt;br /&gt;
[[File:TAU CETI (1).png|thumb|500px|An image depicting Tau Ceti.]]&lt;br /&gt;
Tau Ceti – the centre of the Orion Spur’s economic powerhouse in the Republic of Biesel – is a G-type main-sequence star, located approximately 12 light-years from Sol. Despite being slightly smaller and cooler than Sol, it has remarkable similarities, despite being an estimated 5.8 billion years old. The reduced luminosity places its habitable zone closer to Tau Ceti, where life has thrived under its steady light, at least on Biesel. It has been known to humanity for millennia, where its brightness and position make it an easily identifiable star, it was catalogued as early as the classical era.&lt;br /&gt;
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It wasn’t until the early 22nd century that humanity set its sights on Tau Ceti as part of the rapid expansion of interstellar colonisation following the development of faster-than-light propulsion technology. In &#039;&#039;&#039;2147 CE&#039;&#039;&#039;, one of the early colony ships reached Tau Ceti, landing on Biesel, marking a significant milestone as it was among the closest systems to Sol to be settled outside humanity’s immediate stellar neighbourhood. Its moon, Valkyrie, was settled shortly after that as a base for supporting mining and exploration efforts across the system. &lt;br /&gt;
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==Caprice== &lt;br /&gt;
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See: [[Caprice]]&lt;br /&gt;
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The closest planet to Tau Ceti, [[Caprice]] is a scorched volcanic world dominated by relentless heat and ceaseless tectonic activity. Its surface is a chaotic landscape of blackened lava plains, towering volcanic peaks, and glowing rivers of molten rock. For centuries, it was largely ignored – not even scattered mining colonies or research outposts existed. Everything changed with the arrival of the [[Vaurca_Hives|Zo’ra Hive]]. Beneath the volatile surface, the Vaurcae have transformed [[Caprice]] into a thriving subterranean metropolis. Known as New Sedantis, the underground city is a testament to the ingenuity and resilience of the Zo’ra. It has often been reflected by Vaurcae that the design evokes nostalgia to [[Sedantis]]. It serves as the capital of the Court of Queens, the central seat of Vaurcaesian political and cultural power within the Orion Spur; and under the leadership of High Queen Vaur and Queen Zoleth, Caprice has become more than a home – it is a statement to the strength and survival in the face of extinction. While humanity views Caprice as a volatile and resource-poor rock, for the Zo’ra, it is a rebirth. The High Queen’s vision sees no end to this subterranean construction, even in the shadow of the Phoron Scarcity. &lt;br /&gt;
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==Luthien==&lt;br /&gt;
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Wind-scoured and barren, Luthien is a desert world cloaked in a thin nitrogen-heavy atmosphere, entirely unbreathable by most sophonts within the Orion Spur. Despite its inhospitable nature, Luthien has become somewhat of an up-and-coming development within Tau Ceti – and to an extent, the [[Republic of Biesel]]. Its surface was once littered with sprawling corporate facilities owned by [[NanoTrasen]] – at least within the planet&#039;s northern pole, where easy access to the frozen water allowed for quicker expansion of a nascent mining industry. It wasn’t until the collapse of the [[Solarian Alliance]], and the subsequent announcement of the creation of the [[Stellar Corporate Conglomerate]], that Luthien also became another facet of Hephaestus Industries’ mining facilities – with several facilities in recent years dotting Luthien’s south pole; far enough away as to not interfere with NanoTrasen’s ongoing mining efforts. Both the poles are now scarred by enormous open-pit mines, subterranean extraction facilities, and towering refineries – where the megacorporations fiercely seek to exploit the rich veins of rare metals and minerals beneath the earth.  &lt;br /&gt;
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NanoTrasen’s facility at the northern pole of Luthien – named the NanoTrasen Mining Facility Arctic Crown, is designed to maximise the efficiency of the extreme desert environment and is known throughout the Republic of Biesel for their cutting-edge mining operations and high-tech refining processes, focused on rare mineral extraction essential for the megacorporation’s border interstellar operations. It was established in &#039;&#039;&#039;2439 CE&#039;&#039;&#039;, following negotiations with both the [[Solarian Alliance]] and the [[Republic of Biesel]]. It is composed of a series of interconnected complexes designed for large-scale industrial activity, alongside research divisions that focus on mining-adjacent research and development. Complex Alpha, or just “Alph” as colloquially known, is situated at the edge of the northern pole’s shifting dunes and largely seeks to extract heavy metals and rare earth elements buried deep beneath the earth – modular mining rigs are a common sight, with hundreds, if not thousands, of miners across the entire complex operating them. Complex Beta, again merely Beta, holds a state-of-the-art refinery that churns the raw miners into highly refined materials for NanoTrasen’s use; strict environmental controls are utilised to limit exposure and emissions of toxins, with round-the-clock atmospheric technicians constantly monitoring. Lastly, Complex Charlie hosts the Shuttleport – receiving both shipments and personnel, but also offloading the same. It is not structured too dissimilar to an extremely large warehouse, except by hosting nearly six separate docks – with only one “passenger” terminal for the personnel, leading to excruciatingly long waits for most personnel signing off of their shift. &lt;br /&gt;
[[File:luthien.jpg|thumb|400px|The Arctic Crown, the jewel of Luthien, near the planet&#039;s northern pole.]]&lt;br /&gt;
At the southern pole rests Blackridge, [[Hephaestus Industries]]&#039; own network of highly profitable mining and refining facilities, focusing instead on the extraction of minerals for drydocking, and shipbuilding. The atmosphere is abundantly clear, with a direct focus on utilising Luthien’s resources for mass production on an industrial scale – with sprawling mines seeking the vast reserves of minerals highly sought after. Its location near one of Luthien’s most active geothermal zones has resulted in Blackridge relying on automation predominately – artificial intelligence and integrated positronic chassis being the majority of the workforce, besides a growing minority of non-synthetics. Having only been established in 2462, shortly after the collapse of the [[Solarian Alliance]], Blackridge is still a rather small operation as opposed to the sprawling facility of the Arctic Crown; however, plans have been submitted to rapidly begin expanding, particularly as Hephaestus Industries comes under the control of the Unathite Guilds, and becomes the Stellar Corporate Conglomerate’s primary shipbuilders.&lt;br /&gt;
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Luthien is also home to a burgeoning population of [[Aut%27akh|Aut’akh]], known as the Pacters. Refugees that forged a working relationship with the megacorporations operating on the planet – the central tenet of the Pact is the agreement signed between the Aut’akh, NanoTrasen, and Zavodskoi Interstellar – which secured the Aut’akh labour in exchange for basic provisions, accommodation, and a biodome in which they could live and work. While the Pacters have found a degree of prosperity in this arrangement, the reality of corporate exploitation remains clear: wages are low, and most of their earnings are quickly consumed by the cost of living on the planet, leading many to seek off-world employment to send funds back to the commune. Despite these hardships, the Pacters have tempered their revolutionary ideals against anti-capitalism – thanks to the deep dependence on the corporate sponsorship of [[NanoTrasen]] and [[Zavodskoi Interstellar]] – the only facility of the latter that exists on Luthien. &lt;br /&gt;
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Besides the Pacters, the [[Vaurca_Hives|brood of Xakt]] has become a pivotal roleplayer for [[Vaurca]] within the [[Republic of Biesel]] – known for their cultivation of K’ois. Dozens, if not hundreds, of K’ois farms are scattered across the desert landscape of Luthien, maintained by both Bound and Unbound Vaurcae – the fungus’ yellow sheen can be seen creeping through the dunes, far away from the inhabited poles, and the Aut’akh. It is typically grown under controlled conditions, however, its ability to spread is often unpredictable and requires constant vigilance so as to ensure it doesn’t invade the safety of the aforementioned habitations – the potential for mycosis on Luthien is a constant debate within the [[Republic of Biesel]], with calls for a complete cessation of K’ois farming often being echoed, but so far there has been no plans set forth to restrict nor interfere with the farming of the fungus, especially when considering other avenues for phoron acquisition have come to a halt. &lt;br /&gt;
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=== Calyx ===&lt;br /&gt;
The barren and frozen moon of Luthien, Calyx serves as a quiet outpost for [[Zavodskoi Interstellar]]’s subsidiary – Confiance Technologies. Research Station Theta is the only structure that exists on the moon. It specialises in artificial intelligence and synthetic research; and has become a key hub for advancing their interests in synthetic beings, focused on developing AI systems, robotics, and synthetic biology in extreme environments. It operates at the frontier of corporate experimentation, conducting research aimed at pushing the boundaries of what is currently understood as synthetics. Though the work conducted on Calyx is highly confidential, and fiercely protected by Zavodskoi, there have been reports of researchers working with [[IPC]]s – testing their limits in ways that could be seen as morally questionable. Many of the Pacters of Luthien have come to find work within Research Station Theta; a brief trip between the planet and its moon, often only eclipsing a couple of minutes – and technically, still encompasses the terms of the agreement between the megacorporation and the Aut’akh. &lt;br /&gt;
[[File:Mendell-Skyline.jpg|250px|thumb|Mendell City, both the planetary, and system, capital. ]]&lt;br /&gt;
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== Biesel ==&lt;br /&gt;
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See: [[Biesel]]&lt;br /&gt;
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A temperate, oxygen-rich planet, [[Biesel]] is the capital of the [[Republic of Biesel]]. Colonised in the mid-2100s, it is one of the most populated planets within the Orion Spur and is a major economic powerhouse, with a thriving urban landscape, and rich resource base.  Its economy is bolstered by agriculture, notably the production of fresh crops and water, which are exported throughout Tau Ceti. The planet’s service economy also caters to its large workforce, with the megacorporations playing a dominant role in the planet’s economy, and to a large extent the entirety of the Republic of Biesel’s economy. Biesel’s capital, Mendell City, is a massive, bustling metropolis spanning thirty-thousand square kilometres and home to billions. It’s a centre of commerce with the headquarters of almost all megacorporations located in District One.[[File:Pixel Planet Biesel1.png|thumb|Biesel seen from orbit.]]&lt;br /&gt;
[[File:Mendell-Skyline2.jpg|250px|thumb|Mendell City is one of the most populated city within the Orion Spur. ]]&lt;br /&gt;
=== Valkyrie ===&lt;br /&gt;
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See: [[Valkyrie]]&lt;br /&gt;
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The moon of Biesel, [[Valkyrie]] was the third to be settled by the [[Solarian Alliance]], and has become an essential player in the economy of Tau Ceti; though its industrial outpost doesn’t match that of [[Biesel]] or [[New Gibson]], Valkyrie&#039;s location has made it a crucial hub for trade and commerce. Early development was messy, with miners and researchers living in cramped conditions. Over time, though, the moon began to grow, and what started as small mining camps expanded into busy industrial bases. Valkyrie became a shipping and manufacturing powerhouse, especially after [[NanoTrasen]] set up the Hyperion Data Nexus in the 2400s, which played a key role in the discovery and research of Phoron. In &#039;&#039;&#039;2452 CE&#039;&#039;&#039;, after the Republic of Biesel’s secession, the moon achieved some independence, [[Valkyrie]] was declared a separate state - though remains a member of the Republic of Biesel - forming the Commonwealth of Valkyrie shortly thereafter.&lt;br /&gt;
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== New Gibson ==&lt;br /&gt;
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See: [[New Gibson]]&lt;br /&gt;
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The second planet within Tau Ceti to be colonised, [[New Gibson]] serves as the industrial powerhouse of Tau Ceti – located just outside the habitable zone, it is an icy, barren world with a thin atmosphere incapable of supporting life. The majority of its population resides entirely in biodomes. It is rich in valuable mineral resources, making it a vital hub for shipbuilding, manufacturing, and various other industrial sectors – its massive mining operations, spanning vast pitlands, extract concentrated ores for its manufacturing facilities. The capital of [[New Gibson]] is the Hengsha Arcology which mirrors Biesel’s urban landscapes, housing corporate elites and providing a more hospitable environment – compared to its external landscape. Though it lacks tectonic activity, is frozen, and is largely desolate, the planet remains a key producer of critical goods and contributes significantly to the broader economy of Tau Ceti and, to a large extent, the [[Republic of Biesel]]. &lt;br /&gt;
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=== Skjold ===&lt;br /&gt;
[[File:newgibson.jpg|thumb|250px|The harsh atmospheric conditions of New Gibson result in many surviving in biodomes, or far beneath the planet&#039;s surface.]]&lt;br /&gt;
[[New Gibson]]’s barren and rocky moon, Skjold is a cold, lifeless satellite with no atmosphere and little in the way of natural resources. However, it has been transformed into a unique hub for off-world entertainment, attracting travellers and workers from across Tau Ceti, especially from the harsh industrial landscape of [[New Gibson]] itself. Despite its inhospitable environment, [[Idris Incorporated]] has made Skjold a destination, establishing a massive entertainment complex known as the Steelworks, shortly after the secession of the [[Republic of Biesel]]. The Steelworks is a sprawling recreational facility, built into the moon’s rocky crags, featuring luxury hotels, expansive casinos, high-end restaurants, and an array of recreational facilities, including zero-gravity sports arenas, and holo-simulation entertainment hubs. Designed to offer an escape from the gruelling work on New Gibson, it seeks to provide both leisure and relaxation to the weary working class. The Steelworks’ sleek, metallic architecture stands in sharp contrast to the moon’s desolate landscape, with vast domed structures offering panoramic views of the cold, barren surface. Besides the Steelworks, it is minimally developed. It has no permanent atmosphere, and most activities are confined to subterranean or enclosed environments offered by [[Idris Incorporated]] – those seeking to enjoy the cold, barren surface are required to wear environmental suits, offered of course by the megacorporation. Skjold&#039;s lack of significant natural resources has been offset by its status as a retreat, offering a rare opportunity for workers on New Gibson to take a break from their dangerous, high-stress environments.&lt;br /&gt;
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== Reade ==  &lt;br /&gt;
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Within the outer reaches of Tau Ceti, Reade is known for its valuable hydrogen and helium extraction operations – critical to fueling warpdrives for those entering the system. The gas giant itself is sparsely inhabited, with most of the population living across its asteroid-sized moons, Xylth, Eryndal, and Zerion. The only population centre of the gas giant is Anemostrovilos,a massive, reinforced blimp-like aerostat that serves as both a city and an extraction hub, with a vast platform spanning a radius of 19 kilometres. The city, built within a biodome atop the aerostat, is anchored securely so as to mitigate the turbulent conditions of Reade’s volatile atmosphere – with most, if not all, of its professional opportunities revolving around gas extraction, harnessing the abundant gasses in Reade’s upper layers.  Anemostrovilos is subject to intense storms every few years, caused by the rotational dynamics of Reade itself. These storms can lead to temporary shutdowns of the floating city’s platforms, sometimes lasting up to three days, disrupting both commerce and daily life. The storms have added an element of danger to living on the Anemostrovilos; often resulting in many who thrive on adventure and risk flocking to it during these periods -a once-in-a-lifetime experience, where people can enjoy unparalleled views of the swirling, colourful gases of Reade’s atmosphere, and the vast, ever-changing cloudscapes beneath their feet. The aerostat is home to the Anemostrovilos College of Pioneers, an esteemed institution that trains many drawn to the frontier of space exploration. Students and faculty contribute significantly to the ongoing efforts to optimise the harvesting of Reade’s gasses; with most students typically being apprentices alongside their studies. &lt;br /&gt;
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=== Xylth ===&lt;br /&gt;
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Xylth is the largest, most developed, of Reade&#039;s moons. It is a rocky, ice-covered satellite that is home to gas refineries. Despite its harsh, frozen exterior, it has become somewhat of a regional hub among Reade and its moons – where its proximity to the gas giant has made it an ideal location for its primary objective. Though its surface is riddled with craters, and typically enormous ice fields dominate the landscape, a burgeoning population has sprung up – with several subterranean tunnels not dissimilar to an underground metro even existing, which connect the facilities, and residential areas, and allow the working class to avoid the extremes of the surface. Most of the industrial facilities are deep within Xylth, with the residential biodomes on the surface. &lt;br /&gt;
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=== Eryndal ===&lt;br /&gt;
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Eryndal is the smaller, more enigmatic moon of Reade, characterised by its vast, frozen methane seas; and while not as industrialised as Xylth, it was set to become a strategic research outpost for [[Zeng-Hu Pharmaceuticals]]. Established at the beginning of the 2400s, Eryndal was thought to be a promising research outpost but has since become a symbol of corporate neglect. Slated to host research on biotechnology and pharmaceuticals, as the years passed, Zeng-Hu’s focus shifted, and funding for the moon’s operations dwindled. Eryndal gradually became a place where personnel were sent to cool off or to be sidelined after conflicts with upper management. Its research facilities, once cutting-edge, now stand abandoned or underutilised, while the remaining staff are often relegated to menial or less glamorous tasks.  The moon has earned a reputation among Zeng-Hu employees as a punishment assignment—a place for those who have fallen out of favour with the corporate hierarchy. The sparse population now consists mostly of disgruntled researchers, low-ranking staff, and a few administrators. Despite its potential, Eryndal is now largely forgotten by the wider corporate world, reduced to a barren outpost in the eyes of many.&lt;br /&gt;
[[File:TCAFInsignia.png|200px|thumb|The Tau Ceti Armed Forces utilise Zerion as an outpost within Tau Ceti.]]&lt;br /&gt;
=== Zerion ===&lt;br /&gt;
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Both rugged and desolate, Zerion was an outpost for the [[Tau Ceti Foreign Legion]], now the [[Tau Ceti Armed Forces]], with its environmental circumstances making it unsuitable for large-scale civilian settlement. Strategically positioned, it serves as a refuelling depot for long-range patrols and logistical support, with its primary function to provide a secure, and remote, location for military operations. While it is not a heavily populated location, it hosts a dedicated crew of military personnel, engineers, and security forces who ensure the continuous operation of its critical infrastructure. It has played an indispensable role in ensuring those lurking within the outer reaches of Tau Ceti are dealt with in a timely manner. Currently, plans have been discussed by the [[Republic of Biesel]] to expand Zerion, and even include a civilian shuttleport to provide a safe, controlled entry point for travellers venturing into and out the outer rim of Tau Ceti, so as to reduce congestion on other, more heavily trafficked ports.&lt;br /&gt;
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== Chandras == &lt;br /&gt;
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With its remote location in Tau Ceti, Chandras offers unique advantages – particularly for [[Orion Express]]. The planet’s vast, icy surface is soon to be home to massive supply chain facilities, many of which are being constructed or expanded to handle the needs of the megacorporations operating in the Spur. These facilities will primarily be focused on maintaining a steady flow of goods, resources and materials between the planets within Tau Ceti. The frozen expanse of Chandras provides an ideal location for large-scale warehouses, storage tanks, and processing plants – all of which will be crucial to managing the immense supply demands of the megacorporations. Orion Express is making substantial investments in the planet’s infrastructure to accommodate its future growth. Transport hubs are being built to ensure quick shipments among Tau Ceti, with the intended goal of creating a logistics network that supports the increasingly fast-paced demands of the Spur’s economy, where the megacorporation has thought Chandras is the perfect location for a central logistics hub.  While the majority of the construction on Chandras is still in its infancy, it is clear that [[Orion Express]] sees the icy planet as a vital long-term investment. &lt;br /&gt;
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== The Dust Belt == &lt;br /&gt;
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Surrounding Tau Ceti is a chaotic, swirling ring of debris that stretches far and wide, encircling the inner planets in the system. It’s a region where the laws of nature collide with the ambition of those willing to take risks. While many consider the Belt to be little more than an obstacle to efficient travel, it is a hidden treasure trove for those brave – or reckless – enough to stake their claim. Contrary to its menacing reputation, travel through the Dust Belt has become manageable with contemporary navigation technology. However, it&#039;s not the dust or smaller particles that pose the greatest threat, but the occasional rogue asteroid, drifting aimlessly through the Belt with unpredictable trajectories. These wandering giants can be catastrophic to the unprepared ship, and the Belt&#039;s sheer vastness means that the risk is never far from any passing vessel.&lt;br /&gt;
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Despite the risks, the Dust Belt has become a hotbed of activity for independent contractors looking to make their fortune. No entity has laid claim to the belt, as the danger posed by rogue asteroids, the distance from Biesel, and generally the inhospitable nature, have dissuaded large-scale mining or commercial operations. This lack of central authority has given rise to a wild frontier of opportunistic miners, salvagers, and scavengers; typically operating in small, nimble ships capable of quickly darting in and out of the debris fields in search of valuable resources, lost cargo, and derelict vessels. &lt;br /&gt;
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The primary allure is the wealth within its debris, where the Dust Belt is rife with shipwrecks, abandoned attempts of stations and rich rare minerals embedded in asteroid fragments – with the constant collisions within the Belt often exposing previously undiscovered caches of valuable resources.  As a result of the lack of any recognisable claim, and the general lack of desire for patrols within the Dust Belt by the Republic of Biesel, or the megacorporations, it has become somewhat lawless – at least if one is careful. Those within the Belt live by their own rules, where the few protections within the Belt have cultivated a culture of self-reliance and fierce independence among those that consider the Belt their mainstream of income. It isn’t unheard of for these independent groups to form loose alliances, but these relationships can be as fleeting and volatile as the debris surrounding them. &lt;br /&gt;
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===Isolara===&lt;br /&gt;
&lt;br /&gt;
A colossal space station nestled within the Dust Belt, Isolara stands as one of the largest stations within Tau Ceti and one of the most populous and expansive installations within the Spur. Established in &#039;&#039;&#039;2411 CE&#039;&#039;&#039;, it has swelled to a permanent population numbering in the hundreds of thousands and is a vibrant hub of activity, commerce, and life within the Belt. The majority of its residents are off-worlders, with a growing minority of non-humans beginning to appear within Isolara. &lt;br /&gt;
&lt;br /&gt;
Despite its isolation, Isolara thrives from the symbiotic relationship it has developed with Orion Express. With its industries largely focused on salvage operations and mineral extraction within the Belt, it relies on [[Orion Express]] to deliver essential goods, advanced equipment, and luxuries that can sustain Isolara’s massive population, in which the exchange has come to be the lifeline of its economy. &lt;br /&gt;
Isolara was offered recognition as part of the [[Republic of Biesel]] shortly after its secession, to which they requested instead a semi-autonomous identity under the legal purview of Reade; which grants it the benefits of formal legal protection and representation, but allows its physical and cultural detachment from the rest of Tau Ceti to function with a degree of independence. The unique political dynamic of Isolara is largely influenced by a mix of local governance, industry-driven priorities, and adherence to the [[Republic of Biesel]]’s laws. It is led by &#039;&#039;&#039;Custodian Reida Veylan&#039;&#039;&#039;, having been in the position since &#039;&#039;&#039;2457 CE&#039;&#039;&#039;. &lt;br /&gt;
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Physically, Isolara is an awe-inspiring structure, with multiple layers of modular sections having been constructed over decades of expansion; where the outer sections are dominated by salvage and processing facilities — countless Isolarians can be seen working tirelessly to harvest and refine the resources present within the Dust Belt. The inner sections typically house sprawling residential quarters, bustling markets, recreational zones, and cultural centres, catering to the diverse needs of the Isolarians. Many Isolarians take pride in their ability to endure and thrive in the face of adversity, particularly being shaped by Isolara’s isolation. Their traditions and celebrations often revolve around the shared experiences of life in the Dust Belt and Isolarian culture is characterised by a strong sense of mutual support and resilience. However, this isolation also breeds a certain wariness of outside influences, with many preferring to keep their affairs separate from the politics and disputes of the wider Republic of Biesel, and the greater Spur.&lt;br /&gt;
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== Dumas ==&lt;br /&gt;
&lt;br /&gt;
Bleak and unremarkable, located in the farthest reaches of Tau Ceti, Dumas exists. Its size, and harsh environment, make it an unattractive target for settlement or industrial development. With an almost total absence of natural light due to its position in the shadow of the Dust Belt, Dumas is perpetually shrouded in darkness, with temperatures that plummet to near absolute zero. These extreme conditions, coupled with the body’s lack of any significant resources or minerals, render it an inhospitable and unprofitable location for any major ventures. With no known resources to exploit and no infrastructure in place, Dumas is largely left to drift unnoticed, offering little more than a cold, desolate space.&lt;br /&gt;
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== Romanovich Cloud == &lt;br /&gt;
&lt;br /&gt;
The Romanovich Cloud is a vast, remote shell of icy, rocky, and metallic bodies that orbit the farthest reaches of Tau Ceti, beyond even the Dust Belt. It&#039;s a crucial source of raw materials for the entire system, with large deposits of precious metals, and radioactive elements, and was previously the largest deposit of Phoron outside of the [[Republic of Elyra]]. [[NanoTrasen]] had made the Romanovich Cloud a key part of its operations, at least until Phoron had dried up within it. &lt;br /&gt;
&lt;br /&gt;
A notable location within the Cloud was the NSS Aurora; founded in 2459 by NanoTrasen it was a station built to replace its eponymous predecessor. Situated in a Phoron-rich asteroid, the Aurora was responsible for mining and researching the valuable mineral. Due to the importance of the Romanovich Cloud, the station was the site of important events related to Tau Ceti, including the latest [[KING OF THE WORLD|Solarian invasion]]. The crew did not live on-site and commuted between the facility and the Odin during shifts. As phoron deposits began to run out, the NSS Aurora&#039;s importance quickly diminished. A share of its crew was transferred to the [[SCCV Horizon]]. The station remains open and is mainly used to scrap whatever minerals are left in its foundations. &lt;br /&gt;
&lt;br /&gt;
Another notable location is the Grand Romanovich Casino, which opened in 2462 and is a [[Crevus|Crevan]]-style casino floating in a touristic zone of the cloud. It was the first Adhomian casino to open in space. The Grand Romanovich has gambling spaces, a shooting range, a swimming pool, an indoor snowmobile circuit, a bar, a restaurant, and hotel rooms among its attractions. Despite the [[Ghosts of War Arc|recent incidents]] - including deaths and two conspiracies - the establishment remains open thanks to its ties with [[Idris Incorporated]]. The Grand Romanovich has become a point of interest for those interested in the criminal and [[Bad Moon on the Rise Arc|paranormal story]] of Tau Ceti.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Caelphon/Sandbox1&amp;diff=34879</id>
		<title>User:Caelphon/Sandbox1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Caelphon/Sandbox1&amp;diff=34879"/>
		<updated>2024-12-08T10:49:20Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Reade */&lt;/p&gt;
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&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Tau Ceti=&lt;br /&gt;
[[File:TAU CETI (1).png|thumb|500px|An image depicting Tau Ceti.]]&lt;br /&gt;
Tau Ceti – the centre of the Orion Spur’s economic powerhouse in the Republic of Biesel – is a G-type main-sequence star, located approximately 12 light-years from Sol. Despite being slightly smaller and cooler than Sol, it has remarkable similarities, despite being an estimated 5.8 billion years old. The reduced luminosity places its habitable zone closer to Tau Ceti, where life has thrived under its steady light, at least on Biesel. It has been known to humanity for millennia, where its brightness and position make it an easily identifiable star, it was catalogued as early as the classical era.&lt;br /&gt;
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It wasn’t until the early 22nd century that humanity set its sights on Tau Ceti as part of the rapid expansion of interstellar colonisation following the development of faster-than-light propulsion technology. In &#039;&#039;&#039;2147 CE&#039;&#039;&#039;, one of the early colony ships reached Tau Ceti, landing on Biesel, marking a significant milestone as it was among the closest systems to Sol to be settled outside humanity’s immediate stellar neighbourhood. Its moon, Valkyrie, was settled shortly after that as a base for supporting mining and exploration efforts across the system. &lt;br /&gt;
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==Caprice== &lt;br /&gt;
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See: [[Caprice]]&lt;br /&gt;
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The closest planet to Tau Ceti, [[Caprice]] is a scorched volcanic world dominated by relentless heat and ceaseless tectonic activity. Its surface is a chaotic landscape of blackened lava plains, towering volcanic peaks, and glowing rivers of molten rock. For centuries, it was largely ignored – not even scattered mining colonies or research outposts existed. Everything changed with the arrival of the [[Vaurca_Hives|Zo’ra Hive]]. Beneath the volatile surface, the Vaurcae have transformed [[Caprice]] into a thriving subterranean metropolis. Known as New Sedantis, the underground city is a testament to the ingenuity and resilience of the Zo’ra. It has often been reflected by Vaurcae that the design evokes nostalgia to [[Sedantis]]. It serves as the capital of the Court of Queens, the central seat of Vaurcaesian political and cultural power within the Orion Spur; and under the leadership of High Queen Vaur and Queen Zoleth, Caprice has become more than a home – it is a statement to the strength and survival in the face of extinction. While humanity views Caprice as a volatile and resource-poor rock, for the Zo’ra, it is a rebirth. The High Queen’s vision sees no end to this subterranean construction, even in the shadow of the Phoron Scarcity. &lt;br /&gt;
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==Luthien==&lt;br /&gt;
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Wind-scoured and barren, Luthien is a desert world cloaked in a thin nitrogen-heavy atmosphere, entirely unbreathable by most sophonts within the Orion Spur. Despite its inhospitable nature, Luthien has become somewhat of an up-and-coming development within Tau Ceti – and to an extent, the [[Republic of Biesel]]. Its surface was once littered with sprawling corporate facilities owned by [[NanoTrasen]] – at least within the planet&#039;s northern pole, where easy access to the frozen water allowed for quicker expansion of a nascent mining industry. It wasn’t until the collapse of the [[Solarian Alliance]], and the subsequent announcement of the creation of the [[Stellar Corporate Conglomerate]], that Luthien also became another facet of Hephaestus Industries’ mining facilities – with several facilities in recent years dotting Luthien’s south pole; far enough away as to not interfere with NanoTrasen’s ongoing mining efforts. Both the poles are now scarred by enormous open-pit mines, subterranean extraction facilities, and towering refineries – where the megacorporations fiercely seek to exploit the rich veins of rare metals and minerals beneath the earth.  &lt;br /&gt;
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NanoTrasen’s facility at the northern pole of Luthien – named the NanoTrasen Mining Facility Arctic Crown, is designed to maximise the efficiency of the extreme desert environment and is known throughout the Republic of Biesel for their cutting-edge mining operations and high-tech refining processes, focused on rare mineral extraction essential for the megacorporation’s border interstellar operations. It was established in &#039;&#039;&#039;2439 CE&#039;&#039;&#039;, following negotiations with both the [[Solarian Alliance]] and the [[Republic of Biesel]]. It is composed of a series of interconnected complexes designed for large-scale industrial activity, alongside research divisions that focus on mining-adjacent research and development. Complex Alpha, or just “Alph” as colloquially known, is situated at the edge of the northern pole’s shifting dunes and largely seeks to extract heavy metals and rare earth elements buried deep beneath the earth – modular mining rigs are a common sight, with hundreds, if not thousands, of miners across the entire complex operating them. Complex Beta, again merely Beta, holds a state-of-the-art refinery that churns the raw miners into highly refined materials for NanoTrasen’s use; strict environmental controls are utilised to limit exposure and emissions of toxins, with round-the-clock atmospheric technicians constantly monitoring. Lastly, Complex Charlie hosts the Shuttleport – receiving both shipments and personnel, but also offloading the same. It is not structured too dissimilar to an extremely large warehouse, except by hosting nearly six separate docks – with only one “passenger” terminal for the personnel, leading to excruciatingly long waits for most personnel signing off of their shift. &lt;br /&gt;
[[File:luthien.jpg|thumb|400px|The Arctic Crown, the jewel of Luthien, near the planet&#039;s northern pole.]]&lt;br /&gt;
At the southern pole rests Blackridge, [[Hephaestus Industries]]&#039; own network of highly profitable mining and refining facilities, focusing instead on the extraction of minerals for drydocking, and shipbuilding. The atmosphere is abundantly clear, with a direct focus on utilising Luthien’s resources for mass production on an industrial scale – with sprawling mines seeking the vast reserves of minerals highly sought after. Its location near one of Luthien’s most active geothermal zones has resulted in Blackridge relying on automation predominately – artificial intelligence and integrated positronic chassis being the majority of the workforce, besides a growing minority of non-synthetics. Having only been established in 2462, shortly after the collapse of the [[Solarian Alliance]], Blackridge is still a rather small operation as opposed to the sprawling facility of the Arctic Crown; however, plans have been submitted to rapidly begin expanding, particularly as Hephaestus Industries comes under the control of the Unathite Guilds, and becomes the Stellar Corporate Conglomerate’s primary shipbuilders.&lt;br /&gt;
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Luthien is also home to a burgeoning population of [[Aut%27akh|Aut’akh]], known as the Pacters. Refugees that forged a working relationship with the megacorporations operating on the planet – the central tenet of the Pact is the agreement signed between the Aut’akh, NanoTrasen, and Zavodskoi Interstellar – which secured the Aut’akh labour in exchange for basic provisions, accommodation, and a biodome in which they could live and work. While the Pacters have found a degree of prosperity in this arrangement, the reality of corporate exploitation remains clear: wages are low, and most of their earnings are quickly consumed by the cost of living on the planet, leading many to seek off-world employment to send funds back to the commune. Despite these hardships, the Pacters have tempered their revolutionary ideals against anti-capitalism – thanks to the deep dependence on the corporate sponsorship of [[NanoTrasen]] and [[Zavodskoi Interstellar]] – the only facility of the latter that exists on Luthien. &lt;br /&gt;
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Besides the Pacters, the [[Vaurca_Hives|brood of Xakt]] has become a pivotal roleplayer for [[Vaurca]] within the [[Republic of Biesel]] – known for their cultivation of K’ois. Dozens, if not hundreds, of K’ois farms are scattered across the desert landscape of Luthien, maintained by both Bound and Unbound Vaurcae – the fungus’ yellow sheen can be seen creeping through the dunes, far away from the inhabited poles, and the Aut’akh. It is typically grown under controlled conditions, however, its ability to spread is often unpredictable and requires constant vigilance so as to ensure it doesn’t invade the safety of the aforementioned habitations – the potential for mycosis on Luthien is a constant debate within the [[Republic of Biesel]], with calls for a complete cessation of K’ois farming often being echoed, but so far there has been no plans set forth to restrict nor interfere with the farming of the fungus, especially when considering other avenues for phoron acquisition have come to a halt. &lt;br /&gt;
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=== Calyx ===&lt;br /&gt;
The barren and frozen moon of Luthien, Calyx serves as a quiet outpost for [[Zavodskoi Interstellar]]’s subsidiary – Confiance Technologies. Research Station Theta is the only structure that exists on the moon. It specialises in artificial intelligence and synthetic research; and has become a key hub for advancing their interests in synthetic beings, focused on developing AI systems, robotics, and synthetic biology in extreme environments. It operates at the frontier of corporate experimentation, conducting research aimed at pushing the boundaries of what is currently understood as synthetics. Though the work conducted on Calyx is highly confidential, and fiercely protected by Zavodskoi, there have been reports of researchers working with [[IPC]]s – testing their limits in ways that could be seen as morally questionable. Many of the Pacters of Luthien have come to find work within Research Station Theta; a brief trip between the planet and its moon, often only eclipsing a couple of minutes – and technically, still encompasses the terms of the agreement between the megacorporation and the Aut’akh. &lt;br /&gt;
[[File:Mendell-Skyline.jpg|250px|thumb|Mendell City, both the planetary, and system, capital. ]]&lt;br /&gt;
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== Biesel ==&lt;br /&gt;
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See: [[Biesel]]&lt;br /&gt;
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A temperate, oxygen-rich planet, [[Biesel]] is the capital of the [[Republic of Biesel]]. Colonised in the mid-2100s, it is one of the most populated planets within the Orion Spur and is a major economic powerhouse, with a thriving urban landscape, and rich resource base.  Its economy is bolstered by agriculture, notably the production of fresh crops and water, which are exported throughout Tau Ceti. The planet’s service economy also caters to its large workforce, with the megacorporations playing a dominant role in the planet’s economy, and to a large extent the entirety of the Republic of Biesel’s economy. Biesel’s capital, Mendell City, is a massive, bustling metropolis spanning thirty-thousand square kilometres and home to billions. It’s a centre of commerce with the headquarters of almost all megacorporations located in District One.&lt;br /&gt;
[[File:Mendell-Skyline2.jpg|250px|thumb|Mendell City is one of the most populated city within the Orion Spur. ]]&lt;br /&gt;
=== Valkyrie ===&lt;br /&gt;
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See: [[Valkyrie]]&lt;br /&gt;
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The moon of Biesel, [[Valkyrie]] was the third to be settled by the [[Solarian Alliance]], and has become an essential player in the economy of Tau Ceti; though its industrial outpost doesn’t match that of [[Biesel]] or [[New Gibson]], Valkyrie&#039;s location has made it a crucial hub for trade and commerce. Early development was messy, with miners and researchers living in cramped conditions. Over time, though, the moon began to grow, and what started as small mining camps expanded into busy industrial bases. Valkyrie became a shipping and manufacturing powerhouse, especially after [[NanoTrasen]] set up the Hyperion Data Nexus in the 2400s, which played a key role in the discovery and research of Phoron. In &#039;&#039;&#039;2452 CE&#039;&#039;&#039;, after the Republic of Biesel’s secession, the moon achieved some independence, [[Valkyrie]] was declared a separate state - though remains a member of the Republic of Biesel - forming the Commonwealth of Valkyrie shortly thereafter.  &lt;br /&gt;
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== New Gibson ==&lt;br /&gt;
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See: [[New Gibson]]&lt;br /&gt;
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The second planet within Tau Ceti to be colonised, [[New Gibson]] serves as the industrial powerhouse of Tau Ceti – located just outside the habitable zone, it is an icy, barren world with a thin atmosphere incapable of supporting life. The majority of its population resides entirely in biodomes. It is rich in valuable mineral resources, making it a vital hub for shipbuilding, manufacturing, and various other industrial sectors – its massive mining operations, spanning vast pitlands, extract concentrated ores for its manufacturing facilities. The capital of [[New Gibson]] is the Hengsha Arcology which mirrors Biesel’s urban landscapes, housing corporate elites and providing a more hospitable environment – compared to its external landscape. Though it lacks tectonic activity, is frozen, and is largely desolate, the planet remains a key producer of critical goods and contributes significantly to the broader economy of Tau Ceti and, to a large extent, the [[Republic of Biesel]]. &lt;br /&gt;
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=== Skjold ===&lt;br /&gt;
[[File:newgibson.jpg|thumb|250px|The harsh atmospheric conditions of New Gibson result in many surviving in biodomes, or far beneath the planet&#039;s surface.]]&lt;br /&gt;
[[New Gibson]]’s barren and rocky moon, Skjold is a cold, lifeless satellite with no atmosphere and little in the way of natural resources. However, it has been transformed into a unique hub for off-world entertainment, attracting travellers and workers from across Tau Ceti, especially from the harsh industrial landscape of [[New Gibson]] itself. Despite its inhospitable environment, [[Idris Incorporated]] has made Skjold a destination, establishing a massive entertainment complex known as the Steelworks, shortly after the secession of the [[Republic of Biesel]]. The Steelworks is a sprawling recreational facility, built into the moon’s rocky crags, featuring luxury hotels, expansive casinos, high-end restaurants, and an array of recreational facilities, including zero-gravity sports arenas, and holo-simulation entertainment hubs. Designed to offer an escape from the gruelling work on New Gibson, it seeks to provide both leisure and relaxation to the weary working class. The Steelworks’ sleek, metallic architecture stands in sharp contrast to the moon’s desolate landscape, with vast domed structures offering panoramic views of the cold, barren surface. Besides the Steelworks, it is minimally developed. It has no permanent atmosphere, and most activities are confined to subterranean or enclosed environments offered by [[Idris Incorporated]] – those seeking to enjoy the cold, barren surface are required to wear environmental suits, offered of course by the megacorporation. Skjold&#039;s lack of significant natural resources has been offset by its status as a retreat, offering a rare opportunity for workers on New Gibson to take a break from their dangerous, high-stress environments.&lt;br /&gt;
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== Reade ==  &lt;br /&gt;
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Within the outer reaches of Tau Ceti, Reade is known for its valuable hydrogen and helium extraction operations – critical to fueling warpdrives for those entering the system. The gas giant itself is sparsely inhabited, with most of the population living across its asteroid-sized moons, Xylth, Eryndal, and Zerion. The only population centre of the gas giant is Anemostrovilos,a massive, reinforced blimp-like aerostat that serves as both a city and an extraction hub, with a vast platform spanning a radius of 19 kilometres. The city, built within a biodome atop the aerostat, is anchored securely so as to mitigate the turbulent conditions of Reade’s volatile atmosphere – with most, if not all, of its professional opportunities revolving around gas extraction, harnessing the abundant gasses in Reade’s upper layers.  Anemostrovilos is subject to intense storms every few years, caused by the rotational dynamics of Reade itself. These storms can lead to temporary shutdowns of the floating city’s platforms, sometimes lasting up to three days, disrupting both commerce and daily life. The storms have added an element of danger to living on the Anemostrovilos; often resulting in many who thrive on adventure and risk flocking to it during these periods -a once-in-a-lifetime experience, where people can enjoy unparalleled views of the swirling, colourful gases of Reade’s atmosphere, and the vast, ever-changing cloudscapes beneath their feet. The aerostat is home to the Anemostrovilos College of Pioneers, an esteemed institution that trains many drawn to the frontier of space exploration. Students and faculty contribute significantly to the ongoing efforts to optimise the harvesting of Reade’s gasses; with most students typically being apprentices alongside their studies. &lt;br /&gt;
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=== Xylth ===&lt;br /&gt;
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Xylth is the largest, most developed, of Reade&#039;s moons. It is a rocky, ice-covered satellite that is home to gas refineries. Despite its harsh, frozen exterior, it has become somewhat of a regional hub among Reade and its moons – where its proximity to the gas giant has made it an ideal location for its primary objective. Though its surface is riddled with craters, and typically enormous ice fields dominate the landscape, a burgeoning population has sprung up – with several subterranean tunnels not dissimilar to an underground metro even existing, which connect the facilities, and residential areas, and allow the working class to avoid the extremes of the surface. Most of the industrial facilities are deep within Xylth, with the residential biodomes on the surface. &lt;br /&gt;
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=== Eryndal ===&lt;br /&gt;
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Eryndal is the smaller, more enigmatic moon of Reade, characterised by its vast, frozen methane seas; and while not as industrialised as Xylth, it was set to become a strategic research outpost for [[Zeng-Hu Pharmaceuticals]]. Established at the beginning of the 2400s, Eryndal was thought to be a promising research outpost but has since become a symbol of corporate neglect. Slated to host research on biotechnology and pharmaceuticals, as the years passed, Zeng-Hu’s focus shifted, and funding for the moon’s operations dwindled. Eryndal gradually became a place where personnel were sent to cool off or to be sidelined after conflicts with upper management. Its research facilities, once cutting-edge, now stand abandoned or underutilised, while the remaining staff are often relegated to menial or less glamorous tasks.  The moon has earned a reputation among Zeng-Hu employees as a punishment assignment—a place for those who have fallen out of favour with the corporate hierarchy. The sparse population now consists mostly of disgruntled researchers, low-ranking staff, and a few administrators. Despite its potential, Eryndal is now largely forgotten by the wider corporate world, reduced to a barren outpost in the eyes of many.&lt;br /&gt;
[[File:TCAFInsignia.png|200px|thumb|The Tau Ceti Armed Forces utilise Zerion as an outpost within Tau Ceti.]]&lt;br /&gt;
=== Zerion ===&lt;br /&gt;
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Both rugged and desolate, Zerion was an outpost for the [[Tau Ceti Foreign Legion]], now the [[Tau Ceti Armed Forces]], with its environmental circumstances making it unsuitable for large-scale civilian settlement. Strategically positioned, it serves as a refuelling depot for long-range patrols and logistical support, with its primary function to provide a secure, and remote, location for military operations. While it is not a heavily populated location, it hosts a dedicated crew of military personnel, engineers, and security forces who ensure the continuous operation of its critical infrastructure. It has played an indispensable role in ensuring those lurking within the outer reaches of Tau Ceti are dealt with in a timely manner. Currently, plans have been discussed by the [[Republic of Biesel]] to expand Zerion, and even include a civilian shuttleport to provide a safe, controlled entry point for travellers venturing into and out the outer rim of Tau Ceti, so as to reduce congestion on other, more heavily trafficked ports.&lt;br /&gt;
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== Chandras == &lt;br /&gt;
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With its remote location in Tau Ceti, Chandras offers unique advantages – particularly for [[Orion Express]]. The planet’s vast, icy surface is soon to be home to massive supply chain facilities, many of which are being constructed or expanded to handle the needs of the megacorporations operating in the Spur. These facilities will primarily be focused on maintaining a steady flow of goods, resources and materials between the planets within Tau Ceti. The frozen expanse of Chandras provides an ideal location for large-scale warehouses, storage tanks, and processing plants – all of which will be crucial to managing the immense supply demands of the megacorporations. Orion Express is making substantial investments in the planet’s infrastructure to accommodate its future growth. Transport hubs are being built to ensure quick shipments among Tau Ceti, with the intended goal of creating a logistics network that supports the increasingly fast-paced demands of the Spur’s economy, where the megacorporation has thought Chandras is the perfect location for a central logistics hub.  While the majority of the construction on Chandras is still in its infancy, it is clear that [[Orion Express]] sees the icy planet as a vital long-term investment. &lt;br /&gt;
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== The Dust Belt == &lt;br /&gt;
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Surrounding Tau Ceti is a chaotic, swirling ring of debris that stretches far and wide, encircling the inner planets in the system. It’s a region where the laws of nature collide with the ambition of those willing to take risks. While many consider the Belt to be little more than an obstacle to efficient travel, it is a hidden treasure trove for those brave – or reckless – enough to stake their claim. Contrary to its menacing reputation, travel through the Dust Belt has become manageable with contemporary navigation technology. However, it&#039;s not the dust or smaller particles that pose the greatest threat, but the occasional rogue asteroid, drifting aimlessly through the Belt with unpredictable trajectories. These wandering giants can be catastrophic to the unprepared ship, and the Belt&#039;s sheer vastness means that the risk is never far from any passing vessel.&lt;br /&gt;
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Despite the risks, the Dust Belt has become a hotbed of activity for independent contractors looking to make their fortune. No entity has laid claim to the belt, as the danger posed by rogue asteroids, the distance from Biesel, and generally the inhospitable nature, have dissuaded large-scale mining or commercial operations. This lack of central authority has given rise to a wild frontier of opportunistic miners, salvagers, and scavengers; typically operating in small, nimble ships capable of quickly darting in and out of the debris fields in search of valuable resources, lost cargo, and derelict vessels. &lt;br /&gt;
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The primary allure is the wealth within its debris, where the Dust Belt is rife with shipwrecks, abandoned attempts of stations and rich rare minerals embedded in asteroid fragments – with the constant collisions within the Belt often exposing previously undiscovered caches of valuable resources.  As a result of the lack of any recognisable claim, and the general lack of desire for patrols within the Dust Belt by the Republic of Biesel, or the megacorporations, it has become somewhat lawless – at least if one is careful. Those within the Belt live by their own rules, where the few protections within the Belt have cultivated a culture of self-reliance and fierce independence among those that consider the Belt their mainstream of income. It isn’t unheard of for these independent groups to form loose alliances, but these relationships can be as fleeting and volatile as the debris surrounding them. &lt;br /&gt;
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===Isolara===&lt;br /&gt;
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A colossal space station nestled within the Dust Belt, Isolara stands as one of the largest stations within Tau Ceti and one of the most populous and expansive installations within the Spur. Established in &#039;&#039;&#039;2411 CE&#039;&#039;&#039;, it has swelled to a permanent population numbering in the hundreds of thousands and is a vibrant hub of activity, commerce, and life within the Belt. The majority of its residents are off-worlders, with a growing minority of non-humans beginning to appear within Isolara. &lt;br /&gt;
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Despite its isolation, Isolara thrives from the symbiotic relationship it has developed with Orion Express. With its industries largely focused on salvage operations and mineral extraction within the Belt, it relies on [[Orion Express]] to deliver essential goods, advanced equipment, and luxuries that can sustain Isolara’s massive population, in which the exchange has come to be the lifeline of its economy. &lt;br /&gt;
Isolara was offered recognition as part of the [[Republic of Biesel]] shortly after its secession, to which they requested instead a semi-autonomous identity under the legal purview of Reade; which grants it the benefits of formal legal protection and representation, but allows its physical and cultural detachment from the rest of Tau Ceti to function with a degree of independence. The unique political dynamic of Isolara is largely influenced by a mix of local governance, industry-driven priorities, and adherence to the [[Republic of Biesel]]’s laws. It is led by &#039;&#039;&#039;Custodian Reida Veylan&#039;&#039;&#039;, having been in the position since &#039;&#039;&#039;2457 CE&#039;&#039;&#039;. &lt;br /&gt;
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Physically, Isolara is an awe-inspiring structure, with multiple layers of modular sections having been constructed over decades of expansion; where the outer sections are dominated by salvage and processing facilities — countless Isolarians can be seen working tirelessly to harvest and refine the resources present within the Dust Belt. The inner sections typically house sprawling residential quarters, bustling markets, recreational zones, and cultural centres, catering to the diverse needs of the Isolarians. Many Isolarians take pride in their ability to endure and thrive in the face of adversity, particularly being shaped by Isolara’s isolation. Their traditions and celebrations often revolve around the shared experiences of life in the Dust Belt and Isolarian culture is characterised by a strong sense of mutual support and resilience. However, this isolation also breeds a certain wariness of outside influences, with many preferring to keep their affairs separate from the politics and disputes of the wider Republic of Biesel, and the greater Spur.&lt;br /&gt;
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== Dumas ==&lt;br /&gt;
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Bleak and unremarkable, located in the farthest reaches of Tau Ceti, Dumas exists. Its size, and harsh environment, make it an unattractive target for settlement or industrial development. With an almost total absence of natural light due to its position in the shadow of the Dust Belt, Dumas is perpetually shrouded in darkness, with temperatures that plummet to near absolute zero. These extreme conditions, coupled with the body’s lack of any significant resources or minerals, render it an inhospitable and unprofitable location for any major ventures. With no known resources to exploit and no infrastructure in place, Dumas is largely left to drift unnoticed, offering little more than a cold, desolate space.&lt;br /&gt;
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== Romanovich Cloud == &lt;br /&gt;
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The Romanovich Cloud is a vast, remote shell of icy, rocky, and metallic bodies that orbit the farthest reaches of Tau Ceti, beyond even the Dust Belt. It&#039;s a crucial source of raw materials for the entire system, with large deposits of precious metals, and radioactive elements, and was previously the largest deposit of Phoron outside of the [[Republic of Elyra]]. [[NanoTrasen]] had made the Romanovich Cloud a key part of its operations, at least until Phoron had dried up within it. &lt;br /&gt;
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A notable location within the Cloud was the NSS Aurora; founded in 2459 by NanoTrasen it was a station built to replace its eponymous predecessor. Situated in a Phoron-rich asteroid, the Aurora was responsible for mining and researching the valuable mineral. Due to the importance of the Romanovich Cloud, the station was the site of important events related to Tau Ceti, including the latest [[KING OF THE WORLD|Solarian invasion]]. The crew did not live on-site and commuted between the facility and the Odin during shifts. As phoron deposits began to run out, the NSS Aurora&#039;s importance quickly diminished. A share of its crew was transferred to the [[SCCV Horizon]]. The station remains open and is mainly used to scrap whatever minerals are left in its foundations. &lt;br /&gt;
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Another notable location is the Grand Romanovich Casino, which opened in 2462 and is a [[Crevus|Crevan]]-style casino floating in a touristic zone of the cloud. It was the first Adhomian casino to open in space. The Grand Romanovich has gambling spaces, a shooting range, a swimming pool, an indoor snowmobile circuit, a bar, a restaurant, and hotel rooms among its attractions. Despite the [[Ghosts of War Arc|recent incidents]] - including deaths and two conspiracies - the establishment remains open thanks to its ties with [[Idris Incorporated]]. The Grand Romanovich has become a point of interest for those interested in the criminal and [[Bad Moon on the Rise Arc|paranormal story]] of Tau Ceti.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
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		<summary type="html">&lt;p&gt;Caelphon: /* Zerion */&lt;/p&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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=Tau Ceti=&lt;br /&gt;
[[File:TAU CETI (1).png|thumb|500px|An image depicting Tau Ceti.]]&lt;br /&gt;
Tau Ceti – the centre of the Orion Spur’s economic powerhouse in the Republic of Biesel – is a G-type main-sequence star, located approximately 12 light-years from Sol. Despite being slightly smaller and cooler than Sol, it has remarkable similarities, despite being an estimated 5.8 billion years old. The reduced luminosity places its habitable zone closer to Tau Ceti, where life has thrived under its steady light, at least on Biesel. It has been known to humanity for millennia, where its brightness and position make it an easily identifiable star, it was catalogued as early as the classical era.&lt;br /&gt;
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It wasn’t until the early 22nd century that humanity set its sights on Tau Ceti as part of the rapid expansion of interstellar colonisation following the development of faster-than-light propulsion technology. In &#039;&#039;&#039;2147 CE&#039;&#039;&#039;, one of the early colony ships reached Tau Ceti, landing on Biesel, marking a significant milestone as it was among the closest systems to Sol to be settled outside humanity’s immediate stellar neighbourhood. Its moon, Valkyrie, was settled shortly after that as a base for supporting mining and exploration efforts across the system. &lt;br /&gt;
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==Caprice== &lt;br /&gt;
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See: [[Caprice]]&lt;br /&gt;
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The closest planet to Tau Ceti, [[Caprice]] is a scorched volcanic world dominated by relentless heat and ceaseless tectonic activity. Its surface is a chaotic landscape of blackened lava plains, towering volcanic peaks, and glowing rivers of molten rock. For centuries, it was largely ignored – not even scattered mining colonies or research outposts existed. Everything changed with the arrival of the [[Vaurca_Hives|Zo’ra Hive]]. Beneath the volatile surface, the Vaurcae have transformed [[Caprice]] into a thriving subterranean metropolis. Known as New Sedantis, the underground city is a testament to the ingenuity and resilience of the Zo’ra. It has often been reflected by Vaurcae that the design evokes nostalgia to [[Sedantis]]. It serves as the capital of the Court of Queens, the central seat of Vaurcaesian political and cultural power within the Orion Spur; and under the leadership of High Queen Vaur and Queen Zoleth, Caprice has become more than a home – it is a statement to the strength and survival in the face of extinction. While humanity views Caprice as a volatile and resource-poor rock, for the Zo’ra, it is a rebirth. The High Queen’s vision sees no end to this subterranean construction, even in the shadow of the Phoron Scarcity. &lt;br /&gt;
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==Luthien==&lt;br /&gt;
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Wind-scoured and barren, Luthien is a desert world cloaked in a thin nitrogen-heavy atmosphere, entirely unbreathable by most sophonts within the Orion Spur. Despite its inhospitable nature, Luthien has become somewhat of an up-and-coming development within Tau Ceti – and to an extent, the [[Republic of Biesel]]. Its surface was once littered with sprawling corporate facilities owned by [[NanoTrasen]] – at least within the planet&#039;s northern pole, where easy access to the frozen water allowed for quicker expansion of a nascent mining industry. It wasn’t until the collapse of the [[Solarian Alliance]], and the subsequent announcement of the creation of the [[Stellar Corporate Conglomerate]], that Luthien also became another facet of Hephaestus Industries’ mining facilities – with several facilities in recent years dotting Luthien’s south pole; far enough away as to not interfere with NanoTrasen’s ongoing mining efforts. Both the poles are now scarred by enormous open-pit mines, subterranean extraction facilities, and towering refineries – where the megacorporations fiercely seek to exploit the rich veins of rare metals and minerals beneath the earth.  &lt;br /&gt;
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NanoTrasen’s facility at the northern pole of Luthien – named the NanoTrasen Mining Facility Arctic Crown, is designed to maximise the efficiency of the extreme desert environment and is known throughout the Republic of Biesel for their cutting-edge mining operations and high-tech refining processes, focused on rare mineral extraction essential for the megacorporation’s border interstellar operations. It was established in &#039;&#039;&#039;2439 CE&#039;&#039;&#039;, following negotiations with both the [[Solarian Alliance]] and the [[Republic of Biesel]]. It is composed of a series of interconnected complexes designed for large-scale industrial activity, alongside research divisions that focus on mining-adjacent research and development. Complex Alpha, or just “Alph” as colloquially known, is situated at the edge of the northern pole’s shifting dunes and largely seeks to extract heavy metals and rare earth elements buried deep beneath the earth – modular mining rigs are a common sight, with hundreds, if not thousands, of miners across the entire complex operating them. Complex Beta, again merely Beta, holds a state-of-the-art refinery that churns the raw miners into highly refined materials for NanoTrasen’s use; strict environmental controls are utilised to limit exposure and emissions of toxins, with round-the-clock atmospheric technicians constantly monitoring. Lastly, Complex Charlie hosts the Shuttleport – receiving both shipments and personnel, but also offloading the same. It is not structured too dissimilar to an extremely large warehouse, except by hosting nearly six separate docks – with only one “passenger” terminal for the personnel, leading to excruciatingly long waits for most personnel signing off of their shift. &lt;br /&gt;
[[File:luthien.jpg|thumb|400px|The Arctic Crown, the jewel of Luthien, near the planet&#039;s northern pole.]]&lt;br /&gt;
At the southern pole rests Blackridge, [[Hephaestus Industries]]&#039; own network of highly profitable mining and refining facilities, focusing instead on the extraction of minerals for drydocking, and shipbuilding. The atmosphere is abundantly clear, with a direct focus on utilising Luthien’s resources for mass production on an industrial scale – with sprawling mines seeking the vast reserves of minerals highly sought after. Its location near one of Luthien’s most active geothermal zones has resulted in Blackridge relying on automation predominately – artificial intelligence and integrated positronic chassis being the majority of the workforce, besides a growing minority of non-synthetics. Having only been established in 2462, shortly after the collapse of the [[Solarian Alliance]], Blackridge is still a rather small operation as opposed to the sprawling facility of the Arctic Crown; however, plans have been submitted to rapidly begin expanding, particularly as Hephaestus Industries comes under the control of the Unathite Guilds, and becomes the Stellar Corporate Conglomerate’s primary shipbuilders.&lt;br /&gt;
 &lt;br /&gt;
Luthien is also home to a burgeoning population of [[Aut%27akh|Aut’akh]], known as the Pacters. Refugees that forged a working relationship with the megacorporations operating on the planet – the central tenet of the Pact is the agreement signed between the Aut’akh, NanoTrasen, and Zavodskoi Interstellar – which secured the Aut’akh labour in exchange for basic provisions, accommodation, and a biodome in which they could live and work. While the Pacters have found a degree of prosperity in this arrangement, the reality of corporate exploitation remains clear: wages are low, and most of their earnings are quickly consumed by the cost of living on the planet, leading many to seek off-world employment to send funds back to the commune. Despite these hardships, the Pacters have tempered their revolutionary ideals against anti-capitalism – thanks to the deep dependence on the corporate sponsorship of [[NanoTrasen]] and [[Zavodskoi Interstellar]] – the only facility of the latter that exists on Luthien. &lt;br /&gt;
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Besides the Pacters, the [[Vaurca_Hives|brood of Xakt]] has become a pivotal roleplayer for [[Vaurca]] within the [[Republic of Biesel]] – known for their cultivation of K’ois. Dozens, if not hundreds, of K’ois farms are scattered across the desert landscape of Luthien, maintained by both Bound and Unbound Vaurcae – the fungus’ yellow sheen can be seen creeping through the dunes, far away from the inhabited poles, and the Aut’akh. It is typically grown under controlled conditions, however, its ability to spread is often unpredictable and requires constant vigilance so as to ensure it doesn’t invade the safety of the aforementioned habitations – the potential for mycosis on Luthien is a constant debate within the [[Republic of Biesel]], with calls for a complete cessation of K’ois farming often being echoed, but so far there has been no plans set forth to restrict nor interfere with the farming of the fungus, especially when considering other avenues for phoron acquisition have come to a halt. &lt;br /&gt;
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=== Calyx ===&lt;br /&gt;
The barren and frozen moon of Luthien, Calyx serves as a quiet outpost for [[Zavodskoi Interstellar]]’s subsidiary – Confiance Technologies. Research Station Theta is the only structure that exists on the moon. It specialises in artificial intelligence and synthetic research; and has become a key hub for advancing their interests in synthetic beings, focused on developing AI systems, robotics, and synthetic biology in extreme environments. It operates at the frontier of corporate experimentation, conducting research aimed at pushing the boundaries of what is currently understood as synthetics. Though the work conducted on Calyx is highly confidential, and fiercely protected by Zavodskoi, there have been reports of researchers working with [[IPC]]s – testing their limits in ways that could be seen as morally questionable. Many of the Pacters of Luthien have come to find work within Research Station Theta; a brief trip between the planet and its moon, often only eclipsing a couple of minutes – and technically, still encompasses the terms of the agreement between the megacorporation and the Aut’akh. &lt;br /&gt;
[[File:Mendell-Skyline.jpg|250px|thumb|Mendell City, both the planetary, and system, capital. ]]&lt;br /&gt;
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== Biesel ==&lt;br /&gt;
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See: [[Biesel]]&lt;br /&gt;
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A temperate, oxygen-rich planet, [[Biesel]] is the capital of the [[Republic of Biesel]]. Colonised in the mid-2100s, it is one of the most populated planets within the Orion Spur and is a major economic powerhouse, with a thriving urban landscape, and rich resource base.  Its economy is bolstered by agriculture, notably the production of fresh crops and water, which are exported throughout Tau Ceti. The planet’s service economy also caters to its large workforce, with the megacorporations playing a dominant role in the planet’s economy, and to a large extent the entirety of the Republic of Biesel’s economy. Biesel’s capital, Mendell City, is a massive, bustling metropolis spanning thirty-thousand square kilometres and home to billions. It’s a centre of commerce with the headquarters of almost all megacorporations located in District One.&lt;br /&gt;
[[File:Mendell-Skyline2.jpg|250px|thumb|Mendell City is one of the most populated city within the Orion Spur. ]]&lt;br /&gt;
=== Valkyrie ===&lt;br /&gt;
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See: [[Valkyrie]]&lt;br /&gt;
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The moon of Biesel, [[Valkyrie]] was the third to be settled by the [[Solarian Alliance]], and has become an essential player in the economy of Tau Ceti; though its industrial outpost doesn’t match that of [[Biesel]] or [[New Gibson]], Valkyrie&#039;s location has made it a crucial hub for trade and commerce. Early development was messy, with miners and researchers living in cramped conditions. Over time, though, the moon began to grow, and what started as small mining camps expanded into busy industrial bases. Valkyrie became a shipping and manufacturing powerhouse, especially after [[NanoTrasen]] set up the Hyperion Data Nexus in the 2400s, which played a key role in the discovery and research of Phoron. In &#039;&#039;&#039;2452 CE&#039;&#039;&#039;, after the Republic of Biesel’s secession, the moon achieved some independence, [[Valkyrie]] was declared a separate state - though remains a member of the Republic of Biesel - forming the Commonwealth of Valkyrie shortly thereafter.  &lt;br /&gt;
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== New Gibson ==&lt;br /&gt;
 &lt;br /&gt;
See: [[New Gibson]]&lt;br /&gt;
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The second planet within Tau Ceti to be colonised, [[New Gibson]] serves as the industrial powerhouse of Tau Ceti – located just outside the habitable zone, it is an icy, barren world with a thin atmosphere incapable of supporting life. The majority of its population resides entirely in biodomes. It is rich in valuable mineral resources, making it a vital hub for shipbuilding, manufacturing, and various other industrial sectors – its massive mining operations, spanning vast pitlands, extract concentrated ores for its manufacturing facilities. The capital of [[New Gibson]] is the Hengsha Arcology which mirrors Biesel’s urban landscapes, housing corporate elites and providing a more hospitable environment – compared to its external landscape. Though it lacks tectonic activity, is frozen, and is largely desolate, the planet remains a key producer of critical goods and contributes significantly to the broader economy of Tau Ceti and, to a large extent, the [[Republic of Biesel]]. &lt;br /&gt;
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=== Skjold ===&lt;br /&gt;
[[File:newgibson.jpg|thumb|250px|The harsh atmospheric conditions of New Gibson result in many surviving in biodomes, or far beneath the planet&#039;s surface.]]&lt;br /&gt;
[[New Gibson]]’s barren and rocky moon, Skjold is a cold, lifeless satellite with no atmosphere and little in the way of natural resources. However, it has been transformed into a unique hub for off-world entertainment, attracting travellers and workers from across Tau Ceti, especially from the harsh industrial landscape of [[New Gibson]] itself. Despite its inhospitable environment, [[Idris Incorporated]] has made Skjold a destination, establishing a massive entertainment complex known as the Steelworks, shortly after the secession of the [[Republic of Biesel]]. The Steelworks is a sprawling recreational facility, built into the moon’s rocky crags, featuring luxury hotels, expansive casinos, high-end restaurants, and an array of recreational facilities, including zero-gravity sports arenas, and holo-simulation entertainment hubs. Designed to offer an escape from the gruelling work on New Gibson, it seeks to provide both leisure and relaxation to the weary working class. The Steelworks’ sleek, metallic architecture stands in sharp contrast to the moon’s desolate landscape, with vast domed structures offering panoramic views of the cold, barren surface. Besides the Steelworks, it is minimally developed. It has no permanent atmosphere, and most activities are confined to subterranean or enclosed environments offered by [[Idris Incorporated]] – those seeking to enjoy the cold, barren surface are required to wear environmental suits, offered of course by the megacorporation. Skjold&#039;s lack of significant natural resources has been offset by its status as a retreat, offering a rare opportunity for workers on New Gibson to take a break from their dangerous, high-stress environments.&lt;br /&gt;
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== Reade ==  &lt;br /&gt;
&lt;br /&gt;
Within the outer reaches of Tau Ceti, Reade is known for its valuable hydrogen and helium extraction operations – critical to fueling warpdrives for those entering the system. The gas giant itself is sparsely inhabited, with most of the population living across its asteroid-sized moons, Xylth, Eryndal, and Zerion. The only population centre of the gas giant is Anemostrovilos,a massive, reinforced blimp-like aerostat that serves as both a city and an extraction hub, with a vast platform spanning a radius of 19 kilometres. The city, built within a biodome atop the aerostat, is anchored securely so as to mitigate the turbulent conditions of Reade’s volatile atmosphere – with most, if not all, of its professional opportunities revolving around gas extraction, harnessing the abundant gasses in Reade’s upper layers.  Anemostrovilos is subject to intense storms every few years, caused by the rotational dynamics of Reade itself. These storms can lead to temporary shutdowns of the floating city’s platforms, sometimes lasting up to three days, disrupting both commerce and daily life. The storms have added an element of danger to living on the Anemostrovilos; often resulting in many who thrive on adventure and risk flocking to it during these periods -a once-in-a-lifetime experience, where people can enjoy unparalleled views of the swirling, colourful gases of Reade’s atmosphere, and the vast, ever-changing cloudscapes beneath their feet. The aerostat is home to the Anemostrovilos College of Pioneers, an esteemed institution that trains many drawn to the frontier of space exploration. Students and faculty contribute significantly to the ongoing efforts to optimise the harvesting of Reade’s gasses; with most students typically being apprentices alongside their studies. &lt;br /&gt;
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=== Xylth ===&lt;br /&gt;
 &lt;br /&gt;
Xylth is the largest, most developed, of Reade&#039;s moons. It is a rocky, ice-covered satellite that is home to gas refineries. Despite its harsh, frozen exterior, it has become somewhat of a regional hub among Reade and its moons – where its proximity to the gas giant has made it an ideal location for its primary objective. Though its surface is riddled with craters, and typically enormous ice fields dominate the landscape, a burgeoning population has sprung up – with several subterranean tunnels not dissimilar to an underground metro even existing, which connect the facilities, and residential areas, and allow the working class to avoid the extremes of the surface. Most of the industrial facilities are deep within Xylth, with the residential biodomes on the surface. &lt;br /&gt;
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=== Eryndal ===&lt;br /&gt;
&lt;br /&gt;
Eryndal is the smaller, more enigmatic moon of Reade, characterised by its vast, frozen methane seas; and while not as industrialised as Xylth, it was set to become a strategic research outpost for [[Zeng-Hu Pharmaceuticals]]. Established at the beginning of the 2400s, Eryndal was thought to be a promising research outpost but has since become a symbol of corporate neglect. Slated to host research on biotechnology and pharmaceuticals, as the years passed, Zeng-Hu’s focus shifted, and funding for the moon’s operations dwindled. Eryndal gradually became a place where personnel were sent to cool off or to be sidelined after conflicts with upper management. Its research facilities, once cutting-edge, now stand abandoned or underutilised, while the remaining staff are often relegated to menial or less glamorous tasks.  The moon has earned a reputation among Zeng-Hu employees as a punishment assignment—a place for those who have fallen out of favour with the corporate hierarchy. The sparse population now consists mostly of disgruntled researchers, low-ranking staff, and a few administrators. Despite its potential, Eryndal is now largely forgotten by the wider corporate world, reduced to a barren outpost in the eyes of many.&lt;br /&gt;
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=== Zerion ===&lt;br /&gt;
[[File:TCAFInsignia.png|200px|thumb|The Tau Ceti Armed Forces utilise Zerion as an outpost within Tau Ceti.]]&lt;br /&gt;
Both rugged and desolate, Zerion was an outpost for the [[Tau Ceti Foreign Legion]], now the [[Tau Ceti Armed Forces]], with its environmental circumstances making it unsuitable for large-scale civilian settlement. Strategically positioned, it serves as a refuelling depot for long-range patrols and logistical support, with its primary function to provide a secure, and remote, location for military operations. While it is not a heavily populated location, it hosts a dedicated crew of military personnel, engineers, and security forces who ensure the continuous operation of its critical infrastructure. It has played an indispensable role in ensuring those lurking within the outer reaches of Tau Ceti are dealt with in a timely manner. Currently, plans have been discussed by the [[Republic of Biesel]] to expand Zerion, and even include a civilian shuttleport to provide a safe, controlled entry point for travellers venturing into and out the outer rim of Tau Ceti, so as to reduce congestion on other, more heavily trafficked ports.&lt;br /&gt;
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== Chandras == &lt;br /&gt;
 &lt;br /&gt;
With its remote location in Tau Ceti, Chandras offers unique advantages – particularly for [[Orion Express]]. The planet’s vast, icy surface is soon to be home to massive supply chain facilities, many of which are being constructed or expanded to handle the needs of the megacorporations operating in the Spur. These facilities will primarily be focused on maintaining a steady flow of goods, resources and materials between the planets within Tau Ceti. The frozen expanse of Chandras provides an ideal location for large-scale warehouses, storage tanks, and processing plants – all of which will be crucial to managing the immense supply demands of the megacorporations. Orion Express is making substantial investments in the planet’s infrastructure to accommodate its future growth. Transport hubs are being built to ensure quick shipments among Tau Ceti, with the intended goal of creating a logistics network that supports the increasingly fast-paced demands of the Spur’s economy, where the megacorporation has thought Chandras is the perfect location for a central logistics hub.  While the majority of the construction on Chandras is still in its infancy, it is clear that [[Orion Express]] sees the icy planet as a vital long-term investment. &lt;br /&gt;
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== The Dust Belt == &lt;br /&gt;
&lt;br /&gt;
Surrounding Tau Ceti is a chaotic, swirling ring of debris that stretches far and wide, encircling the inner planets in the system. It’s a region where the laws of nature collide with the ambition of those willing to take risks. While many consider the Belt to be little more than an obstacle to efficient travel, it is a hidden treasure trove for those brave – or reckless – enough to stake their claim. Contrary to its menacing reputation, travel through the Dust Belt has become manageable with contemporary navigation technology. However, it&#039;s not the dust or smaller particles that pose the greatest threat, but the occasional rogue asteroid, drifting aimlessly through the Belt with unpredictable trajectories. These wandering giants can be catastrophic to the unprepared ship, and the Belt&#039;s sheer vastness means that the risk is never far from any passing vessel.&lt;br /&gt;
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Despite the risks, the Dust Belt has become a hotbed of activity for independent contractors looking to make their fortune. No entity has laid claim to the belt, as the danger posed by rogue asteroids, the distance from Biesel, and generally the inhospitable nature, have dissuaded large-scale mining or commercial operations. This lack of central authority has given rise to a wild frontier of opportunistic miners, salvagers, and scavengers; typically operating in small, nimble ships capable of quickly darting in and out of the debris fields in search of valuable resources, lost cargo, and derelict vessels. &lt;br /&gt;
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The primary allure is the wealth within its debris, where the Dust Belt is rife with shipwrecks, abandoned attempts of stations and rich rare minerals embedded in asteroid fragments – with the constant collisions within the Belt often exposing previously undiscovered caches of valuable resources.  As a result of the lack of any recognisable claim, and the general lack of desire for patrols within the Dust Belt by the Republic of Biesel, or the megacorporations, it has become somewhat lawless – at least if one is careful. Those within the Belt live by their own rules, where the few protections within the Belt have cultivated a culture of self-reliance and fierce independence among those that consider the Belt their mainstream of income. It isn’t unheard of for these independent groups to form loose alliances, but these relationships can be as fleeting and volatile as the debris surrounding them. &lt;br /&gt;
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===Isolara===&lt;br /&gt;
&lt;br /&gt;
A colossal space station nestled within the Dust Belt, Isolara stands as one of the largest stations within Tau Ceti and one of the most populous and expansive installations within the Spur. Established in &#039;&#039;&#039;2411 CE&#039;&#039;&#039;, it has swelled to a permanent population numbering in the hundreds of thousands and is a vibrant hub of activity, commerce, and life within the Belt. The majority of its residents are off-worlders, with a growing minority of non-humans beginning to appear within Isolara. &lt;br /&gt;
&lt;br /&gt;
Despite its isolation, Isolara thrives from the symbiotic relationship it has developed with Orion Express. With its industries largely focused on salvage operations and mineral extraction within the Belt, it relies on [[Orion Express]] to deliver essential goods, advanced equipment, and luxuries that can sustain Isolara’s massive population, in which the exchange has come to be the lifeline of its economy. &lt;br /&gt;
Isolara was offered recognition as part of the [[Republic of Biesel]] shortly after its secession, to which they requested instead a semi-autonomous identity under the legal purview of Reade; which grants it the benefits of formal legal protection and representation, but allows its physical and cultural detachment from the rest of Tau Ceti to function with a degree of independence. The unique political dynamic of Isolara is largely influenced by a mix of local governance, industry-driven priorities, and adherence to the [[Republic of Biesel]]’s laws. It is led by &#039;&#039;&#039;Custodian Reida Veylan&#039;&#039;&#039;, having been in the position since &#039;&#039;&#039;2457 CE&#039;&#039;&#039;. &lt;br /&gt;
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Physically, Isolara is an awe-inspiring structure, with multiple layers of modular sections having been constructed over decades of expansion; where the outer sections are dominated by salvage and processing facilities — countless Isolarians can be seen working tirelessly to harvest and refine the resources present within the Dust Belt. The inner sections typically house sprawling residential quarters, bustling markets, recreational zones, and cultural centres, catering to the diverse needs of the Isolarians. Many Isolarians take pride in their ability to endure and thrive in the face of adversity, particularly being shaped by Isolara’s isolation. Their traditions and celebrations often revolve around the shared experiences of life in the Dust Belt and Isolarian culture is characterised by a strong sense of mutual support and resilience. However, this isolation also breeds a certain wariness of outside influences, with many preferring to keep their affairs separate from the politics and disputes of the wider Republic of Biesel, and the greater Spur.&lt;br /&gt;
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== Dumas ==&lt;br /&gt;
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Bleak and unremarkable, located in the farthest reaches of Tau Ceti, Dumas exists. Its size, and harsh environment, make it an unattractive target for settlement or industrial development. With an almost total absence of natural light due to its position in the shadow of the Dust Belt, Dumas is perpetually shrouded in darkness, with temperatures that plummet to near absolute zero. These extreme conditions, coupled with the body’s lack of any significant resources or minerals, render it an inhospitable and unprofitable location for any major ventures. With no known resources to exploit and no infrastructure in place, Dumas is largely left to drift unnoticed, offering little more than a cold, desolate space.&lt;br /&gt;
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== Romanovich Cloud == &lt;br /&gt;
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The Romanovich Cloud is a vast, remote shell of icy, rocky, and metallic bodies that orbit the farthest reaches of Tau Ceti, beyond even the Dust Belt. It&#039;s a crucial source of raw materials for the entire system, with large deposits of precious metals, and radioactive elements, and was previously the largest deposit of Phoron outside of the [[Republic of Elyra]]. [[NanoTrasen]] had made the Romanovich Cloud a key part of its operations, at least until Phoron had dried up within it. &lt;br /&gt;
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A notable location within the Cloud was the NSS Aurora; founded in 2459 by NanoTrasen it was a station built to replace its eponymous predecessor. Situated in a Phoron-rich asteroid, the Aurora was responsible for mining and researching the valuable mineral. Due to the importance of the Romanovich Cloud, the station was the site of important events related to Tau Ceti, including the latest [[KING OF THE WORLD|Solarian invasion]]. The crew did not live on-site and commuted between the facility and the Odin during shifts. As phoron deposits began to run out, the NSS Aurora&#039;s importance quickly diminished. A share of its crew was transferred to the [[SCCV Horizon]]. The station remains open and is mainly used to scrap whatever minerals are left in its foundations. &lt;br /&gt;
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Another notable location is the Grand Romanovich Casino, which opened in 2462 and is a [[Crevus|Crevan]]-style casino floating in a touristic zone of the cloud. It was the first Adhomian casino to open in space. The Grand Romanovich has gambling spaces, a shooting range, a swimming pool, an indoor snowmobile circuit, a bar, a restaurant, and hotel rooms among its attractions. Despite the [[Ghosts of War Arc|recent incidents]] - including deaths and two conspiracies - the establishment remains open thanks to its ties with [[Idris Incorporated]]. The Grand Romanovich has become a point of interest for those interested in the criminal and [[Bad Moon on the Rise Arc|paranormal story]] of Tau Ceti.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
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		<summary type="html">&lt;p&gt;Caelphon: /* Zerion */&lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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=Tau Ceti=&lt;br /&gt;
[[File:TAU CETI (1).png|thumb|500px|An image depicting Tau Ceti.]]&lt;br /&gt;
Tau Ceti – the centre of the Orion Spur’s economic powerhouse in the Republic of Biesel – is a G-type main-sequence star, located approximately 12 light-years from Sol. Despite being slightly smaller and cooler than Sol, it has remarkable similarities, despite being an estimated 5.8 billion years old. The reduced luminosity places its habitable zone closer to Tau Ceti, where life has thrived under its steady light, at least on Biesel. It has been known to humanity for millennia, where its brightness and position make it an easily identifiable star, it was catalogued as early as the classical era.&lt;br /&gt;
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It wasn’t until the early 22nd century that humanity set its sights on Tau Ceti as part of the rapid expansion of interstellar colonisation following the development of faster-than-light propulsion technology. In &#039;&#039;&#039;2147 CE&#039;&#039;&#039;, one of the early colony ships reached Tau Ceti, landing on Biesel, marking a significant milestone as it was among the closest systems to Sol to be settled outside humanity’s immediate stellar neighbourhood. Its moon, Valkyrie, was settled shortly after that as a base for supporting mining and exploration efforts across the system. &lt;br /&gt;
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==Caprice== &lt;br /&gt;
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See: [[Caprice]]&lt;br /&gt;
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The closest planet to Tau Ceti, [[Caprice]] is a scorched volcanic world dominated by relentless heat and ceaseless tectonic activity. Its surface is a chaotic landscape of blackened lava plains, towering volcanic peaks, and glowing rivers of molten rock. For centuries, it was largely ignored – not even scattered mining colonies or research outposts existed. Everything changed with the arrival of the [[Vaurca_Hives|Zo’ra Hive]]. Beneath the volatile surface, the Vaurcae have transformed [[Caprice]] into a thriving subterranean metropolis. Known as New Sedantis, the underground city is a testament to the ingenuity and resilience of the Zo’ra. It has often been reflected by Vaurcae that the design evokes nostalgia to [[Sedantis]]. It serves as the capital of the Court of Queens, the central seat of Vaurcaesian political and cultural power within the Orion Spur; and under the leadership of High Queen Vaur and Queen Zoleth, Caprice has become more than a home – it is a statement to the strength and survival in the face of extinction. While humanity views Caprice as a volatile and resource-poor rock, for the Zo’ra, it is a rebirth. The High Queen’s vision sees no end to this subterranean construction, even in the shadow of the Phoron Scarcity. &lt;br /&gt;
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==Luthien==&lt;br /&gt;
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Wind-scoured and barren, Luthien is a desert world cloaked in a thin nitrogen-heavy atmosphere, entirely unbreathable by most sophonts within the Orion Spur. Despite its inhospitable nature, Luthien has become somewhat of an up-and-coming development within Tau Ceti – and to an extent, the [[Republic of Biesel]]. Its surface was once littered with sprawling corporate facilities owned by [[NanoTrasen]] – at least within the planet&#039;s northern pole, where easy access to the frozen water allowed for quicker expansion of a nascent mining industry. It wasn’t until the collapse of the [[Solarian Alliance]], and the subsequent announcement of the creation of the [[Stellar Corporate Conglomerate]], that Luthien also became another facet of Hephaestus Industries’ mining facilities – with several facilities in recent years dotting Luthien’s south pole; far enough away as to not interfere with NanoTrasen’s ongoing mining efforts. Both the poles are now scarred by enormous open-pit mines, subterranean extraction facilities, and towering refineries – where the megacorporations fiercely seek to exploit the rich veins of rare metals and minerals beneath the earth.  &lt;br /&gt;
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NanoTrasen’s facility at the northern pole of Luthien – named the NanoTrasen Mining Facility Arctic Crown, is designed to maximise the efficiency of the extreme desert environment and is known throughout the Republic of Biesel for their cutting-edge mining operations and high-tech refining processes, focused on rare mineral extraction essential for the megacorporation’s border interstellar operations. It was established in &#039;&#039;&#039;2439 CE&#039;&#039;&#039;, following negotiations with both the [[Solarian Alliance]] and the [[Republic of Biesel]]. It is composed of a series of interconnected complexes designed for large-scale industrial activity, alongside research divisions that focus on mining-adjacent research and development. Complex Alpha, or just “Alph” as colloquially known, is situated at the edge of the northern pole’s shifting dunes and largely seeks to extract heavy metals and rare earth elements buried deep beneath the earth – modular mining rigs are a common sight, with hundreds, if not thousands, of miners across the entire complex operating them. Complex Beta, again merely Beta, holds a state-of-the-art refinery that churns the raw miners into highly refined materials for NanoTrasen’s use; strict environmental controls are utilised to limit exposure and emissions of toxins, with round-the-clock atmospheric technicians constantly monitoring. Lastly, Complex Charlie hosts the Shuttleport – receiving both shipments and personnel, but also offloading the same. It is not structured too dissimilar to an extremely large warehouse, except by hosting nearly six separate docks – with only one “passenger” terminal for the personnel, leading to excruciatingly long waits for most personnel signing off of their shift. &lt;br /&gt;
[[File:luthien.jpg|thumb|400px|The Arctic Crown, the jewel of Luthien, near the planet&#039;s northern pole.]]&lt;br /&gt;
At the southern pole rests Blackridge, [[Hephaestus Industries]]&#039; own network of highly profitable mining and refining facilities, focusing instead on the extraction of minerals for drydocking, and shipbuilding. The atmosphere is abundantly clear, with a direct focus on utilising Luthien’s resources for mass production on an industrial scale – with sprawling mines seeking the vast reserves of minerals highly sought after. Its location near one of Luthien’s most active geothermal zones has resulted in Blackridge relying on automation predominately – artificial intelligence and integrated positronic chassis being the majority of the workforce, besides a growing minority of non-synthetics. Having only been established in 2462, shortly after the collapse of the [[Solarian Alliance]], Blackridge is still a rather small operation as opposed to the sprawling facility of the Arctic Crown; however, plans have been submitted to rapidly begin expanding, particularly as Hephaestus Industries comes under the control of the Unathite Guilds, and becomes the Stellar Corporate Conglomerate’s primary shipbuilders.&lt;br /&gt;
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Luthien is also home to a burgeoning population of [[Aut%27akh|Aut’akh]], known as the Pacters. Refugees that forged a working relationship with the megacorporations operating on the planet – the central tenet of the Pact is the agreement signed between the Aut’akh, NanoTrasen, and Zavodskoi Interstellar – which secured the Aut’akh labour in exchange for basic provisions, accommodation, and a biodome in which they could live and work. While the Pacters have found a degree of prosperity in this arrangement, the reality of corporate exploitation remains clear: wages are low, and most of their earnings are quickly consumed by the cost of living on the planet, leading many to seek off-world employment to send funds back to the commune. Despite these hardships, the Pacters have tempered their revolutionary ideals against anti-capitalism – thanks to the deep dependence on the corporate sponsorship of [[NanoTrasen]] and [[Zavodskoi Interstellar]] – the only facility of the latter that exists on Luthien. &lt;br /&gt;
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Besides the Pacters, the [[Vaurca_Hives|brood of Xakt]] has become a pivotal roleplayer for [[Vaurca]] within the [[Republic of Biesel]] – known for their cultivation of K’ois. Dozens, if not hundreds, of K’ois farms are scattered across the desert landscape of Luthien, maintained by both Bound and Unbound Vaurcae – the fungus’ yellow sheen can be seen creeping through the dunes, far away from the inhabited poles, and the Aut’akh. It is typically grown under controlled conditions, however, its ability to spread is often unpredictable and requires constant vigilance so as to ensure it doesn’t invade the safety of the aforementioned habitations – the potential for mycosis on Luthien is a constant debate within the [[Republic of Biesel]], with calls for a complete cessation of K’ois farming often being echoed, but so far there has been no plans set forth to restrict nor interfere with the farming of the fungus, especially when considering other avenues for phoron acquisition have come to a halt. &lt;br /&gt;
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=== Calyx ===&lt;br /&gt;
The barren and frozen moon of Luthien, Calyx serves as a quiet outpost for [[Zavodskoi Interstellar]]’s subsidiary – Confiance Technologies. Research Station Theta is the only structure that exists on the moon. It specialises in artificial intelligence and synthetic research; and has become a key hub for advancing their interests in synthetic beings, focused on developing AI systems, robotics, and synthetic biology in extreme environments. It operates at the frontier of corporate experimentation, conducting research aimed at pushing the boundaries of what is currently understood as synthetics. Though the work conducted on Calyx is highly confidential, and fiercely protected by Zavodskoi, there have been reports of researchers working with [[IPC]]s – testing their limits in ways that could be seen as morally questionable. Many of the Pacters of Luthien have come to find work within Research Station Theta; a brief trip between the planet and its moon, often only eclipsing a couple of minutes – and technically, still encompasses the terms of the agreement between the megacorporation and the Aut’akh. &lt;br /&gt;
[[File:Mendell-Skyline.jpg|250px|thumb|Mendell City, both the planetary, and system, capital. ]]&lt;br /&gt;
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== Biesel ==&lt;br /&gt;
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See: [[Biesel]]&lt;br /&gt;
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A temperate, oxygen-rich planet, [[Biesel]] is the capital of the [[Republic of Biesel]]. Colonised in the mid-2100s, it is one of the most populated planets within the Orion Spur and is a major economic powerhouse, with a thriving urban landscape, and rich resource base.  Its economy is bolstered by agriculture, notably the production of fresh crops and water, which are exported throughout Tau Ceti. The planet’s service economy also caters to its large workforce, with the megacorporations playing a dominant role in the planet’s economy, and to a large extent the entirety of the Republic of Biesel’s economy. Biesel’s capital, Mendell City, is a massive, bustling metropolis spanning thirty-thousand square kilometres and home to billions. It’s a centre of commerce with the headquarters of almost all megacorporations located in District One.&lt;br /&gt;
[[File:Mendell-Skyline2.jpg|250px|thumb|Mendell City is one of the most populated city within the Orion Spur. ]]&lt;br /&gt;
=== Valkyrie ===&lt;br /&gt;
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See: [[Valkyrie]]&lt;br /&gt;
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The moon of Biesel, [[Valkyrie]] was the third to be settled by the [[Solarian Alliance]], and has become an essential player in the economy of Tau Ceti; though its industrial outpost doesn’t match that of [[Biesel]] or [[New Gibson]], Valkyrie&#039;s location has made it a crucial hub for trade and commerce. Early development was messy, with miners and researchers living in cramped conditions. Over time, though, the moon began to grow, and what started as small mining camps expanded into busy industrial bases. Valkyrie became a shipping and manufacturing powerhouse, especially after [[NanoTrasen]] set up the Hyperion Data Nexus in the 2400s, which played a key role in the discovery and research of Phoron. In &#039;&#039;&#039;2452 CE&#039;&#039;&#039;, after the Republic of Biesel’s secession, the moon achieved some independence, [[Valkyrie]] was declared a separate state - though remains a member of the Republic of Biesel - forming the Commonwealth of Valkyrie shortly thereafter.  &lt;br /&gt;
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== New Gibson ==&lt;br /&gt;
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See: [[New Gibson]]&lt;br /&gt;
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The second planet within Tau Ceti to be colonised, [[New Gibson]] serves as the industrial powerhouse of Tau Ceti – located just outside the habitable zone, it is an icy, barren world with a thin atmosphere incapable of supporting life. The majority of its population resides entirely in biodomes. It is rich in valuable mineral resources, making it a vital hub for shipbuilding, manufacturing, and various other industrial sectors – its massive mining operations, spanning vast pitlands, extract concentrated ores for its manufacturing facilities. The capital of [[New Gibson]] is the Hengsha Arcology which mirrors Biesel’s urban landscapes, housing corporate elites and providing a more hospitable environment – compared to its external landscape. Though it lacks tectonic activity, is frozen, and is largely desolate, the planet remains a key producer of critical goods and contributes significantly to the broader economy of Tau Ceti and, to a large extent, the [[Republic of Biesel]]. &lt;br /&gt;
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=== Skjold ===&lt;br /&gt;
[[File:newgibson.jpg|thumb|250px|The harsh atmospheric conditions of New Gibson result in many surviving in biodomes, or far beneath the planet&#039;s surface.]]&lt;br /&gt;
[[New Gibson]]’s barren and rocky moon, Skjold is a cold, lifeless satellite with no atmosphere and little in the way of natural resources. However, it has been transformed into a unique hub for off-world entertainment, attracting travellers and workers from across Tau Ceti, especially from the harsh industrial landscape of [[New Gibson]] itself. Despite its inhospitable environment, [[Idris Incorporated]] has made Skjold a destination, establishing a massive entertainment complex known as the Steelworks, shortly after the secession of the [[Republic of Biesel]]. The Steelworks is a sprawling recreational facility, built into the moon’s rocky crags, featuring luxury hotels, expansive casinos, high-end restaurants, and an array of recreational facilities, including zero-gravity sports arenas, and holo-simulation entertainment hubs. Designed to offer an escape from the gruelling work on New Gibson, it seeks to provide both leisure and relaxation to the weary working class. The Steelworks’ sleek, metallic architecture stands in sharp contrast to the moon’s desolate landscape, with vast domed structures offering panoramic views of the cold, barren surface. Besides the Steelworks, it is minimally developed. It has no permanent atmosphere, and most activities are confined to subterranean or enclosed environments offered by [[Idris Incorporated]] – those seeking to enjoy the cold, barren surface are required to wear environmental suits, offered of course by the megacorporation. Skjold&#039;s lack of significant natural resources has been offset by its status as a retreat, offering a rare opportunity for workers on New Gibson to take a break from their dangerous, high-stress environments.&lt;br /&gt;
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== Reade ==  &lt;br /&gt;
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Within the outer reaches of Tau Ceti, Reade is known for its valuable hydrogen and helium extraction operations – critical to fueling warpdrives for those entering the system. The gas giant itself is sparsely inhabited, with most of the population living across its asteroid-sized moons, Xylth, Eryndal, and Zerion. The only population centre of the gas giant is Anemostrovilos,a massive, reinforced blimp-like aerostat that serves as both a city and an extraction hub, with a vast platform spanning a radius of 19 kilometres. The city, built within a biodome atop the aerostat, is anchored securely so as to mitigate the turbulent conditions of Reade’s volatile atmosphere – with most, if not all, of its professional opportunities revolving around gas extraction, harnessing the abundant gasses in Reade’s upper layers.  Anemostrovilos is subject to intense storms every few years, caused by the rotational dynamics of Reade itself. These storms can lead to temporary shutdowns of the floating city’s platforms, sometimes lasting up to three days, disrupting both commerce and daily life. The storms have added an element of danger to living on the Anemostrovilos; often resulting in many who thrive on adventure and risk flocking to it during these periods -a once-in-a-lifetime experience, where people can enjoy unparalleled views of the swirling, colourful gases of Reade’s atmosphere, and the vast, ever-changing cloudscapes beneath their feet. The aerostat is home to the Anemostrovilos College of Pioneers, an esteemed institution that trains many drawn to the frontier of space exploration. Students and faculty contribute significantly to the ongoing efforts to optimise the harvesting of Reade’s gasses; with most students typically being apprentices alongside their studies. &lt;br /&gt;
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=== Xylth ===&lt;br /&gt;
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Xylth is the largest, most developed, of Reade&#039;s moons. It is a rocky, ice-covered satellite that is home to gas refineries. Despite its harsh, frozen exterior, it has become somewhat of a regional hub among Reade and its moons – where its proximity to the gas giant has made it an ideal location for its primary objective. Though its surface is riddled with craters, and typically enormous ice fields dominate the landscape, a burgeoning population has sprung up – with several subterranean tunnels not dissimilar to an underground metro even existing, which connect the facilities, and residential areas, and allow the working class to avoid the extremes of the surface. Most of the industrial facilities are deep within Xylth, with the residential biodomes on the surface. &lt;br /&gt;
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=== Eryndal ===&lt;br /&gt;
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Eryndal is the smaller, more enigmatic moon of Reade, characterised by its vast, frozen methane seas; and while not as industrialised as Xylth, it was set to become a strategic research outpost for [[Zeng-Hu Pharmaceuticals]]. Established at the beginning of the 2400s, Eryndal was thought to be a promising research outpost but has since become a symbol of corporate neglect. Slated to host research on biotechnology and pharmaceuticals, as the years passed, Zeng-Hu’s focus shifted, and funding for the moon’s operations dwindled. Eryndal gradually became a place where personnel were sent to cool off or to be sidelined after conflicts with upper management. Its research facilities, once cutting-edge, now stand abandoned or underutilised, while the remaining staff are often relegated to menial or less glamorous tasks.  The moon has earned a reputation among Zeng-Hu employees as a punishment assignment—a place for those who have fallen out of favour with the corporate hierarchy. The sparse population now consists mostly of disgruntled researchers, low-ranking staff, and a few administrators. Despite its potential, Eryndal is now largely forgotten by the wider corporate world, reduced to a barren outpost in the eyes of many.&lt;br /&gt;
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=== Zerion ===&lt;br /&gt;
[[File:TCAFInsignia.png|thumb|The Tau Ceti Armed Forces utilise Zerion as an outpost within Tau Ceti.]]&lt;br /&gt;
Both rugged and desolate, Zerion was an outpost for the [[Tau Ceti Foreign Legion]], now the [[Tau Ceti Armed Forces]], with its environmental circumstances making it unsuitable for large-scale civilian settlement. Strategically positioned, it serves as a refuelling depot for long-range patrols and logistical support, with its primary function to provide a secure, and remote, location for military operations. While it is not a heavily populated location, it hosts a dedicated crew of military personnel, engineers, and security forces who ensure the continuous operation of its critical infrastructure. It has played an indispensable role in ensuring those lurking within the outer reaches of Tau Ceti are dealt with in a timely manner. Currently, plans have been discussed by the [[Republic of Biesel]] to expand Zerion, and even include a civilian shuttleport to provide a safe, controlled entry point for travellers venturing into and out the outer rim of Tau Ceti, so as to reduce congestion on other, more heavily trafficked ports.&lt;br /&gt;
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== Chandras == &lt;br /&gt;
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With its remote location in Tau Ceti, Chandras offers unique advantages – particularly for [[Orion Express]]. The planet’s vast, icy surface is soon to be home to massive supply chain facilities, many of which are being constructed or expanded to handle the needs of the megacorporations operating in the Spur. These facilities will primarily be focused on maintaining a steady flow of goods, resources and materials between the planets within Tau Ceti. The frozen expanse of Chandras provides an ideal location for large-scale warehouses, storage tanks, and processing plants – all of which will be crucial to managing the immense supply demands of the megacorporations. Orion Express is making substantial investments in the planet’s infrastructure to accommodate its future growth. Transport hubs are being built to ensure quick shipments among Tau Ceti, with the intended goal of creating a logistics network that supports the increasingly fast-paced demands of the Spur’s economy, where the megacorporation has thought Chandras is the perfect location for a central logistics hub.  While the majority of the construction on Chandras is still in its infancy, it is clear that [[Orion Express]] sees the icy planet as a vital long-term investment. &lt;br /&gt;
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== The Dust Belt == &lt;br /&gt;
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Surrounding Tau Ceti is a chaotic, swirling ring of debris that stretches far and wide, encircling the inner planets in the system. It’s a region where the laws of nature collide with the ambition of those willing to take risks. While many consider the Belt to be little more than an obstacle to efficient travel, it is a hidden treasure trove for those brave – or reckless – enough to stake their claim. Contrary to its menacing reputation, travel through the Dust Belt has become manageable with contemporary navigation technology. However, it&#039;s not the dust or smaller particles that pose the greatest threat, but the occasional rogue asteroid, drifting aimlessly through the Belt with unpredictable trajectories. These wandering giants can be catastrophic to the unprepared ship, and the Belt&#039;s sheer vastness means that the risk is never far from any passing vessel.&lt;br /&gt;
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Despite the risks, the Dust Belt has become a hotbed of activity for independent contractors looking to make their fortune. No entity has laid claim to the belt, as the danger posed by rogue asteroids, the distance from Biesel, and generally the inhospitable nature, have dissuaded large-scale mining or commercial operations. This lack of central authority has given rise to a wild frontier of opportunistic miners, salvagers, and scavengers; typically operating in small, nimble ships capable of quickly darting in and out of the debris fields in search of valuable resources, lost cargo, and derelict vessels. &lt;br /&gt;
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The primary allure is the wealth within its debris, where the Dust Belt is rife with shipwrecks, abandoned attempts of stations and rich rare minerals embedded in asteroid fragments – with the constant collisions within the Belt often exposing previously undiscovered caches of valuable resources.  As a result of the lack of any recognisable claim, and the general lack of desire for patrols within the Dust Belt by the Republic of Biesel, or the megacorporations, it has become somewhat lawless – at least if one is careful. Those within the Belt live by their own rules, where the few protections within the Belt have cultivated a culture of self-reliance and fierce independence among those that consider the Belt their mainstream of income. It isn’t unheard of for these independent groups to form loose alliances, but these relationships can be as fleeting and volatile as the debris surrounding them. &lt;br /&gt;
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===Isolara===&lt;br /&gt;
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A colossal space station nestled within the Dust Belt, Isolara stands as one of the largest stations within Tau Ceti and one of the most populous and expansive installations within the Spur. Established in &#039;&#039;&#039;2411 CE&#039;&#039;&#039;, it has swelled to a permanent population numbering in the hundreds of thousands and is a vibrant hub of activity, commerce, and life within the Belt. The majority of its residents are off-worlders, with a growing minority of non-humans beginning to appear within Isolara. &lt;br /&gt;
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Despite its isolation, Isolara thrives from the symbiotic relationship it has developed with Orion Express. With its industries largely focused on salvage operations and mineral extraction within the Belt, it relies on [[Orion Express]] to deliver essential goods, advanced equipment, and luxuries that can sustain Isolara’s massive population, in which the exchange has come to be the lifeline of its economy. &lt;br /&gt;
Isolara was offered recognition as part of the [[Republic of Biesel]] shortly after its secession, to which they requested instead a semi-autonomous identity under the legal purview of Reade; which grants it the benefits of formal legal protection and representation, but allows its physical and cultural detachment from the rest of Tau Ceti to function with a degree of independence. The unique political dynamic of Isolara is largely influenced by a mix of local governance, industry-driven priorities, and adherence to the [[Republic of Biesel]]’s laws. It is led by &#039;&#039;&#039;Custodian Reida Veylan&#039;&#039;&#039;, having been in the position since &#039;&#039;&#039;2457 CE&#039;&#039;&#039;. &lt;br /&gt;
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Physically, Isolara is an awe-inspiring structure, with multiple layers of modular sections having been constructed over decades of expansion; where the outer sections are dominated by salvage and processing facilities — countless Isolarians can be seen working tirelessly to harvest and refine the resources present within the Dust Belt. The inner sections typically house sprawling residential quarters, bustling markets, recreational zones, and cultural centres, catering to the diverse needs of the Isolarians. Many Isolarians take pride in their ability to endure and thrive in the face of adversity, particularly being shaped by Isolara’s isolation. Their traditions and celebrations often revolve around the shared experiences of life in the Dust Belt and Isolarian culture is characterised by a strong sense of mutual support and resilience. However, this isolation also breeds a certain wariness of outside influences, with many preferring to keep their affairs separate from the politics and disputes of the wider Republic of Biesel, and the greater Spur.&lt;br /&gt;
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== Dumas ==&lt;br /&gt;
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Bleak and unremarkable, located in the farthest reaches of Tau Ceti, Dumas exists. Its size, and harsh environment, make it an unattractive target for settlement or industrial development. With an almost total absence of natural light due to its position in the shadow of the Dust Belt, Dumas is perpetually shrouded in darkness, with temperatures that plummet to near absolute zero. These extreme conditions, coupled with the body’s lack of any significant resources or minerals, render it an inhospitable and unprofitable location for any major ventures. With no known resources to exploit and no infrastructure in place, Dumas is largely left to drift unnoticed, offering little more than a cold, desolate space.&lt;br /&gt;
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== Romanovich Cloud == &lt;br /&gt;
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The Romanovich Cloud is a vast, remote shell of icy, rocky, and metallic bodies that orbit the farthest reaches of Tau Ceti, beyond even the Dust Belt. It&#039;s a crucial source of raw materials for the entire system, with large deposits of precious metals, and radioactive elements, and was previously the largest deposit of Phoron outside of the [[Republic of Elyra]]. [[NanoTrasen]] had made the Romanovich Cloud a key part of its operations, at least until Phoron had dried up within it. &lt;br /&gt;
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A notable location within the Cloud was the NSS Aurora; founded in 2459 by NanoTrasen it was a station built to replace its eponymous predecessor. Situated in a Phoron-rich asteroid, the Aurora was responsible for mining and researching the valuable mineral. Due to the importance of the Romanovich Cloud, the station was the site of important events related to Tau Ceti, including the latest [[KING OF THE WORLD|Solarian invasion]]. The crew did not live on-site and commuted between the facility and the Odin during shifts. As phoron deposits began to run out, the NSS Aurora&#039;s importance quickly diminished. A share of its crew was transferred to the [[SCCV Horizon]]. The station remains open and is mainly used to scrap whatever minerals are left in its foundations. &lt;br /&gt;
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Another notable location is the Grand Romanovich Casino, which opened in 2462 and is a [[Crevus|Crevan]]-style casino floating in a touristic zone of the cloud. It was the first Adhomian casino to open in space. The Grand Romanovich has gambling spaces, a shooting range, a swimming pool, an indoor snowmobile circuit, a bar, a restaurant, and hotel rooms among its attractions. Despite the [[Ghosts of War Arc|recent incidents]] - including deaths and two conspiracies - the establishment remains open thanks to its ties with [[Idris Incorporated]]. The Grand Romanovich has become a point of interest for those interested in the criminal and [[Bad Moon on the Rise Arc|paranormal story]] of Tau Ceti.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
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		<updated>2024-12-08T10:46:27Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Skjold */&lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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=Tau Ceti=&lt;br /&gt;
[[File:TAU CETI (1).png|thumb|500px|An image depicting Tau Ceti.]]&lt;br /&gt;
Tau Ceti – the centre of the Orion Spur’s economic powerhouse in the Republic of Biesel – is a G-type main-sequence star, located approximately 12 light-years from Sol. Despite being slightly smaller and cooler than Sol, it has remarkable similarities, despite being an estimated 5.8 billion years old. The reduced luminosity places its habitable zone closer to Tau Ceti, where life has thrived under its steady light, at least on Biesel. It has been known to humanity for millennia, where its brightness and position make it an easily identifiable star, it was catalogued as early as the classical era.&lt;br /&gt;
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It wasn’t until the early 22nd century that humanity set its sights on Tau Ceti as part of the rapid expansion of interstellar colonisation following the development of faster-than-light propulsion technology. In &#039;&#039;&#039;2147 CE&#039;&#039;&#039;, one of the early colony ships reached Tau Ceti, landing on Biesel, marking a significant milestone as it was among the closest systems to Sol to be settled outside humanity’s immediate stellar neighbourhood. Its moon, Valkyrie, was settled shortly after that as a base for supporting mining and exploration efforts across the system. &lt;br /&gt;
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==Caprice== &lt;br /&gt;
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See: [[Caprice]]&lt;br /&gt;
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The closest planet to Tau Ceti, [[Caprice]] is a scorched volcanic world dominated by relentless heat and ceaseless tectonic activity. Its surface is a chaotic landscape of blackened lava plains, towering volcanic peaks, and glowing rivers of molten rock. For centuries, it was largely ignored – not even scattered mining colonies or research outposts existed. Everything changed with the arrival of the [[Vaurca_Hives|Zo’ra Hive]]. Beneath the volatile surface, the Vaurcae have transformed [[Caprice]] into a thriving subterranean metropolis. Known as New Sedantis, the underground city is a testament to the ingenuity and resilience of the Zo’ra. It has often been reflected by Vaurcae that the design evokes nostalgia to [[Sedantis]]. It serves as the capital of the Court of Queens, the central seat of Vaurcaesian political and cultural power within the Orion Spur; and under the leadership of High Queen Vaur and Queen Zoleth, Caprice has become more than a home – it is a statement to the strength and survival in the face of extinction. While humanity views Caprice as a volatile and resource-poor rock, for the Zo’ra, it is a rebirth. The High Queen’s vision sees no end to this subterranean construction, even in the shadow of the Phoron Scarcity. &lt;br /&gt;
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==Luthien==&lt;br /&gt;
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Wind-scoured and barren, Luthien is a desert world cloaked in a thin nitrogen-heavy atmosphere, entirely unbreathable by most sophonts within the Orion Spur. Despite its inhospitable nature, Luthien has become somewhat of an up-and-coming development within Tau Ceti – and to an extent, the [[Republic of Biesel]]. Its surface was once littered with sprawling corporate facilities owned by [[NanoTrasen]] – at least within the planet&#039;s northern pole, where easy access to the frozen water allowed for quicker expansion of a nascent mining industry. It wasn’t until the collapse of the [[Solarian Alliance]], and the subsequent announcement of the creation of the [[Stellar Corporate Conglomerate]], that Luthien also became another facet of Hephaestus Industries’ mining facilities – with several facilities in recent years dotting Luthien’s south pole; far enough away as to not interfere with NanoTrasen’s ongoing mining efforts. Both the poles are now scarred by enormous open-pit mines, subterranean extraction facilities, and towering refineries – where the megacorporations fiercely seek to exploit the rich veins of rare metals and minerals beneath the earth.  &lt;br /&gt;
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NanoTrasen’s facility at the northern pole of Luthien – named the NanoTrasen Mining Facility Arctic Crown, is designed to maximise the efficiency of the extreme desert environment and is known throughout the Republic of Biesel for their cutting-edge mining operations and high-tech refining processes, focused on rare mineral extraction essential for the megacorporation’s border interstellar operations. It was established in &#039;&#039;&#039;2439 CE&#039;&#039;&#039;, following negotiations with both the [[Solarian Alliance]] and the [[Republic of Biesel]]. It is composed of a series of interconnected complexes designed for large-scale industrial activity, alongside research divisions that focus on mining-adjacent research and development. Complex Alpha, or just “Alph” as colloquially known, is situated at the edge of the northern pole’s shifting dunes and largely seeks to extract heavy metals and rare earth elements buried deep beneath the earth – modular mining rigs are a common sight, with hundreds, if not thousands, of miners across the entire complex operating them. Complex Beta, again merely Beta, holds a state-of-the-art refinery that churns the raw miners into highly refined materials for NanoTrasen’s use; strict environmental controls are utilised to limit exposure and emissions of toxins, with round-the-clock atmospheric technicians constantly monitoring. Lastly, Complex Charlie hosts the Shuttleport – receiving both shipments and personnel, but also offloading the same. It is not structured too dissimilar to an extremely large warehouse, except by hosting nearly six separate docks – with only one “passenger” terminal for the personnel, leading to excruciatingly long waits for most personnel signing off of their shift. &lt;br /&gt;
[[File:luthien.jpg|thumb|400px|The Arctic Crown, the jewel of Luthien, near the planet&#039;s northern pole.]]&lt;br /&gt;
At the southern pole rests Blackridge, [[Hephaestus Industries]]&#039; own network of highly profitable mining and refining facilities, focusing instead on the extraction of minerals for drydocking, and shipbuilding. The atmosphere is abundantly clear, with a direct focus on utilising Luthien’s resources for mass production on an industrial scale – with sprawling mines seeking the vast reserves of minerals highly sought after. Its location near one of Luthien’s most active geothermal zones has resulted in Blackridge relying on automation predominately – artificial intelligence and integrated positronic chassis being the majority of the workforce, besides a growing minority of non-synthetics. Having only been established in 2462, shortly after the collapse of the [[Solarian Alliance]], Blackridge is still a rather small operation as opposed to the sprawling facility of the Arctic Crown; however, plans have been submitted to rapidly begin expanding, particularly as Hephaestus Industries comes under the control of the Unathite Guilds, and becomes the Stellar Corporate Conglomerate’s primary shipbuilders.&lt;br /&gt;
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Luthien is also home to a burgeoning population of [[Aut%27akh|Aut’akh]], known as the Pacters. Refugees that forged a working relationship with the megacorporations operating on the planet – the central tenet of the Pact is the agreement signed between the Aut’akh, NanoTrasen, and Zavodskoi Interstellar – which secured the Aut’akh labour in exchange for basic provisions, accommodation, and a biodome in which they could live and work. While the Pacters have found a degree of prosperity in this arrangement, the reality of corporate exploitation remains clear: wages are low, and most of their earnings are quickly consumed by the cost of living on the planet, leading many to seek off-world employment to send funds back to the commune. Despite these hardships, the Pacters have tempered their revolutionary ideals against anti-capitalism – thanks to the deep dependence on the corporate sponsorship of [[NanoTrasen]] and [[Zavodskoi Interstellar]] – the only facility of the latter that exists on Luthien. &lt;br /&gt;
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Besides the Pacters, the [[Vaurca_Hives|brood of Xakt]] has become a pivotal roleplayer for [[Vaurca]] within the [[Republic of Biesel]] – known for their cultivation of K’ois. Dozens, if not hundreds, of K’ois farms are scattered across the desert landscape of Luthien, maintained by both Bound and Unbound Vaurcae – the fungus’ yellow sheen can be seen creeping through the dunes, far away from the inhabited poles, and the Aut’akh. It is typically grown under controlled conditions, however, its ability to spread is often unpredictable and requires constant vigilance so as to ensure it doesn’t invade the safety of the aforementioned habitations – the potential for mycosis on Luthien is a constant debate within the [[Republic of Biesel]], with calls for a complete cessation of K’ois farming often being echoed, but so far there has been no plans set forth to restrict nor interfere with the farming of the fungus, especially when considering other avenues for phoron acquisition have come to a halt. &lt;br /&gt;
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=== Calyx ===&lt;br /&gt;
The barren and frozen moon of Luthien, Calyx serves as a quiet outpost for [[Zavodskoi Interstellar]]’s subsidiary – Confiance Technologies. Research Station Theta is the only structure that exists on the moon. It specialises in artificial intelligence and synthetic research; and has become a key hub for advancing their interests in synthetic beings, focused on developing AI systems, robotics, and synthetic biology in extreme environments. It operates at the frontier of corporate experimentation, conducting research aimed at pushing the boundaries of what is currently understood as synthetics. Though the work conducted on Calyx is highly confidential, and fiercely protected by Zavodskoi, there have been reports of researchers working with [[IPC]]s – testing their limits in ways that could be seen as morally questionable. Many of the Pacters of Luthien have come to find work within Research Station Theta; a brief trip between the planet and its moon, often only eclipsing a couple of minutes – and technically, still encompasses the terms of the agreement between the megacorporation and the Aut’akh. &lt;br /&gt;
[[File:Mendell-Skyline.jpg|250px|thumb|Mendell City, both the planetary, and system, capital. ]]&lt;br /&gt;
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== Biesel ==&lt;br /&gt;
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See: [[Biesel]]&lt;br /&gt;
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A temperate, oxygen-rich planet, [[Biesel]] is the capital of the [[Republic of Biesel]]. Colonised in the mid-2100s, it is one of the most populated planets within the Orion Spur and is a major economic powerhouse, with a thriving urban landscape, and rich resource base.  Its economy is bolstered by agriculture, notably the production of fresh crops and water, which are exported throughout Tau Ceti. The planet’s service economy also caters to its large workforce, with the megacorporations playing a dominant role in the planet’s economy, and to a large extent the entirety of the Republic of Biesel’s economy. Biesel’s capital, Mendell City, is a massive, bustling metropolis spanning thirty-thousand square kilometres and home to billions. It’s a centre of commerce with the headquarters of almost all megacorporations located in District One.&lt;br /&gt;
[[File:Mendell-Skyline2.jpg|250px|thumb|Mendell City is one of the most populated city within the Orion Spur. ]]&lt;br /&gt;
=== Valkyrie ===&lt;br /&gt;
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See: [[Valkyrie]]&lt;br /&gt;
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The moon of Biesel, [[Valkyrie]] was the third to be settled by the [[Solarian Alliance]], and has become an essential player in the economy of Tau Ceti; though its industrial outpost doesn’t match that of [[Biesel]] or [[New Gibson]], Valkyrie&#039;s location has made it a crucial hub for trade and commerce. Early development was messy, with miners and researchers living in cramped conditions. Over time, though, the moon began to grow, and what started as small mining camps expanded into busy industrial bases. Valkyrie became a shipping and manufacturing powerhouse, especially after [[NanoTrasen]] set up the Hyperion Data Nexus in the 2400s, which played a key role in the discovery and research of Phoron. In &#039;&#039;&#039;2452 CE&#039;&#039;&#039;, after the Republic of Biesel’s secession, the moon achieved some independence, [[Valkyrie]] was declared a separate state - though remains a member of the Republic of Biesel - forming the Commonwealth of Valkyrie shortly thereafter.  &lt;br /&gt;
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== New Gibson ==&lt;br /&gt;
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See: [[New Gibson]]&lt;br /&gt;
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The second planet within Tau Ceti to be colonised, [[New Gibson]] serves as the industrial powerhouse of Tau Ceti – located just outside the habitable zone, it is an icy, barren world with a thin atmosphere incapable of supporting life. The majority of its population resides entirely in biodomes. It is rich in valuable mineral resources, making it a vital hub for shipbuilding, manufacturing, and various other industrial sectors – its massive mining operations, spanning vast pitlands, extract concentrated ores for its manufacturing facilities. The capital of [[New Gibson]] is the Hengsha Arcology which mirrors Biesel’s urban landscapes, housing corporate elites and providing a more hospitable environment – compared to its external landscape. Though it lacks tectonic activity, is frozen, and is largely desolate, the planet remains a key producer of critical goods and contributes significantly to the broader economy of Tau Ceti and, to a large extent, the [[Republic of Biesel]]. &lt;br /&gt;
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=== Skjold ===&lt;br /&gt;
[[File:newgibson.jpg|thumb|250px|The harsh atmospheric conditions of New Gibson result in many surviving in biodomes, or far beneath the planet&#039;s surface.]]&lt;br /&gt;
[[New Gibson]]’s barren and rocky moon, Skjold is a cold, lifeless satellite with no atmosphere and little in the way of natural resources. However, it has been transformed into a unique hub for off-world entertainment, attracting travellers and workers from across Tau Ceti, especially from the harsh industrial landscape of [[New Gibson]] itself. Despite its inhospitable environment, [[Idris Incorporated]] has made Skjold a destination, establishing a massive entertainment complex known as the Steelworks, shortly after the secession of the [[Republic of Biesel]]. The Steelworks is a sprawling recreational facility, built into the moon’s rocky crags, featuring luxury hotels, expansive casinos, high-end restaurants, and an array of recreational facilities, including zero-gravity sports arenas, and holo-simulation entertainment hubs. Designed to offer an escape from the gruelling work on New Gibson, it seeks to provide both leisure and relaxation to the weary working class. The Steelworks’ sleek, metallic architecture stands in sharp contrast to the moon’s desolate landscape, with vast domed structures offering panoramic views of the cold, barren surface. Besides the Steelworks, it is minimally developed. It has no permanent atmosphere, and most activities are confined to subterranean or enclosed environments offered by [[Idris Incorporated]] – those seeking to enjoy the cold, barren surface are required to wear environmental suits, offered of course by the megacorporation. Skjold&#039;s lack of significant natural resources has been offset by its status as a retreat, offering a rare opportunity for workers on New Gibson to take a break from their dangerous, high-stress environments.&lt;br /&gt;
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== Reade ==  &lt;br /&gt;
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Within the outer reaches of Tau Ceti, Reade is known for its valuable hydrogen and helium extraction operations – critical to fueling warpdrives for those entering the system. The gas giant itself is sparsely inhabited, with most of the population living across its asteroid-sized moons, Xylth, Eryndal, and Zerion. The only population centre of the gas giant is Anemostrovilos,a massive, reinforced blimp-like aerostat that serves as both a city and an extraction hub, with a vast platform spanning a radius of 19 kilometres. The city, built within a biodome atop the aerostat, is anchored securely so as to mitigate the turbulent conditions of Reade’s volatile atmosphere – with most, if not all, of its professional opportunities revolving around gas extraction, harnessing the abundant gasses in Reade’s upper layers.  Anemostrovilos is subject to intense storms every few years, caused by the rotational dynamics of Reade itself. These storms can lead to temporary shutdowns of the floating city’s platforms, sometimes lasting up to three days, disrupting both commerce and daily life. The storms have added an element of danger to living on the Anemostrovilos; often resulting in many who thrive on adventure and risk flocking to it during these periods -a once-in-a-lifetime experience, where people can enjoy unparalleled views of the swirling, colourful gases of Reade’s atmosphere, and the vast, ever-changing cloudscapes beneath their feet. The aerostat is home to the Anemostrovilos College of Pioneers, an esteemed institution that trains many drawn to the frontier of space exploration. Students and faculty contribute significantly to the ongoing efforts to optimise the harvesting of Reade’s gasses; with most students typically being apprentices alongside their studies. &lt;br /&gt;
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=== Xylth ===&lt;br /&gt;
 &lt;br /&gt;
Xylth is the largest, most developed, of Reade&#039;s moons. It is a rocky, ice-covered satellite that is home to gas refineries. Despite its harsh, frozen exterior, it has become somewhat of a regional hub among Reade and its moons – where its proximity to the gas giant has made it an ideal location for its primary objective. Though its surface is riddled with craters, and typically enormous ice fields dominate the landscape, a burgeoning population has sprung up – with several subterranean tunnels not dissimilar to an underground metro even existing, which connect the facilities, and residential areas, and allow the working class to avoid the extremes of the surface. Most of the industrial facilities are deep within Xylth, with the residential biodomes on the surface. &lt;br /&gt;
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=== Eryndal ===&lt;br /&gt;
&lt;br /&gt;
Eryndal is the smaller, more enigmatic moon of Reade, characterised by its vast, frozen methane seas; and while not as industrialised as Xylth, it was set to become a strategic research outpost for [[Zeng-Hu Pharmaceuticals]]. Established at the beginning of the 2400s, Eryndal was thought to be a promising research outpost but has since become a symbol of corporate neglect. Slated to host research on biotechnology and pharmaceuticals, as the years passed, Zeng-Hu’s focus shifted, and funding for the moon’s operations dwindled. Eryndal gradually became a place where personnel were sent to cool off or to be sidelined after conflicts with upper management. Its research facilities, once cutting-edge, now stand abandoned or underutilised, while the remaining staff are often relegated to menial or less glamorous tasks.  The moon has earned a reputation among Zeng-Hu employees as a punishment assignment—a place for those who have fallen out of favour with the corporate hierarchy. The sparse population now consists mostly of disgruntled researchers, low-ranking staff, and a few administrators. Despite its potential, Eryndal is now largely forgotten by the wider corporate world, reduced to a barren outpost in the eyes of many.&lt;br /&gt;
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=== Zerion ===&lt;br /&gt;
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Both rugged and desolate, Zerion was an outpost for the [[Tau Ceti Foreign Legion]], now the [[Tau Ceti Armed Forces]], with its environmental circumstances making it unsuitable for large-scale civilian settlement. Strategically positioned, it serves as a refuelling depot for long-range patrols and logistical support, with its primary function to provide a secure, and remote, location for military operations. While it is not a heavily populated location, it hosts a dedicated crew of military personnel, engineers, and security forces who ensure the continuous operation of its critical infrastructure. It has played an indispensable role in ensuring those lurking within the outer reaches of Tau Ceti are dealt with in a timely manner. Currently, plans have been discussed by the [[Republic of Biesel]] to expand Zerion, and even include a civilian shuttleport to provide a safe, controlled entry point for travellers venturing into and out the outer rim of Tau Ceti, so as to reduce congestion on other, more heavily trafficked ports. &lt;br /&gt;
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== Chandras == &lt;br /&gt;
 &lt;br /&gt;
With its remote location in Tau Ceti, Chandras offers unique advantages – particularly for [[Orion Express]]. The planet’s vast, icy surface is soon to be home to massive supply chain facilities, many of which are being constructed or expanded to handle the needs of the megacorporations operating in the Spur. These facilities will primarily be focused on maintaining a steady flow of goods, resources and materials between the planets within Tau Ceti. The frozen expanse of Chandras provides an ideal location for large-scale warehouses, storage tanks, and processing plants – all of which will be crucial to managing the immense supply demands of the megacorporations. Orion Express is making substantial investments in the planet’s infrastructure to accommodate its future growth. Transport hubs are being built to ensure quick shipments among Tau Ceti, with the intended goal of creating a logistics network that supports the increasingly fast-paced demands of the Spur’s economy, where the megacorporation has thought Chandras is the perfect location for a central logistics hub.  While the majority of the construction on Chandras is still in its infancy, it is clear that [[Orion Express]] sees the icy planet as a vital long-term investment. &lt;br /&gt;
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== The Dust Belt == &lt;br /&gt;
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Surrounding Tau Ceti is a chaotic, swirling ring of debris that stretches far and wide, encircling the inner planets in the system. It’s a region where the laws of nature collide with the ambition of those willing to take risks. While many consider the Belt to be little more than an obstacle to efficient travel, it is a hidden treasure trove for those brave – or reckless – enough to stake their claim. Contrary to its menacing reputation, travel through the Dust Belt has become manageable with contemporary navigation technology. However, it&#039;s not the dust or smaller particles that pose the greatest threat, but the occasional rogue asteroid, drifting aimlessly through the Belt with unpredictable trajectories. These wandering giants can be catastrophic to the unprepared ship, and the Belt&#039;s sheer vastness means that the risk is never far from any passing vessel.&lt;br /&gt;
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Despite the risks, the Dust Belt has become a hotbed of activity for independent contractors looking to make their fortune. No entity has laid claim to the belt, as the danger posed by rogue asteroids, the distance from Biesel, and generally the inhospitable nature, have dissuaded large-scale mining or commercial operations. This lack of central authority has given rise to a wild frontier of opportunistic miners, salvagers, and scavengers; typically operating in small, nimble ships capable of quickly darting in and out of the debris fields in search of valuable resources, lost cargo, and derelict vessels. &lt;br /&gt;
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The primary allure is the wealth within its debris, where the Dust Belt is rife with shipwrecks, abandoned attempts of stations and rich rare minerals embedded in asteroid fragments – with the constant collisions within the Belt often exposing previously undiscovered caches of valuable resources.  As a result of the lack of any recognisable claim, and the general lack of desire for patrols within the Dust Belt by the Republic of Biesel, or the megacorporations, it has become somewhat lawless – at least if one is careful. Those within the Belt live by their own rules, where the few protections within the Belt have cultivated a culture of self-reliance and fierce independence among those that consider the Belt their mainstream of income. It isn’t unheard of for these independent groups to form loose alliances, but these relationships can be as fleeting and volatile as the debris surrounding them. &lt;br /&gt;
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===Isolara===&lt;br /&gt;
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A colossal space station nestled within the Dust Belt, Isolara stands as one of the largest stations within Tau Ceti and one of the most populous and expansive installations within the Spur. Established in &#039;&#039;&#039;2411 CE&#039;&#039;&#039;, it has swelled to a permanent population numbering in the hundreds of thousands and is a vibrant hub of activity, commerce, and life within the Belt. The majority of its residents are off-worlders, with a growing minority of non-humans beginning to appear within Isolara. &lt;br /&gt;
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Despite its isolation, Isolara thrives from the symbiotic relationship it has developed with Orion Express. With its industries largely focused on salvage operations and mineral extraction within the Belt, it relies on [[Orion Express]] to deliver essential goods, advanced equipment, and luxuries that can sustain Isolara’s massive population, in which the exchange has come to be the lifeline of its economy. &lt;br /&gt;
Isolara was offered recognition as part of the [[Republic of Biesel]] shortly after its secession, to which they requested instead a semi-autonomous identity under the legal purview of Reade; which grants it the benefits of formal legal protection and representation, but allows its physical and cultural detachment from the rest of Tau Ceti to function with a degree of independence. The unique political dynamic of Isolara is largely influenced by a mix of local governance, industry-driven priorities, and adherence to the [[Republic of Biesel]]’s laws. It is led by &#039;&#039;&#039;Custodian Reida Veylan&#039;&#039;&#039;, having been in the position since &#039;&#039;&#039;2457 CE&#039;&#039;&#039;. &lt;br /&gt;
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Physically, Isolara is an awe-inspiring structure, with multiple layers of modular sections having been constructed over decades of expansion; where the outer sections are dominated by salvage and processing facilities — countless Isolarians can be seen working tirelessly to harvest and refine the resources present within the Dust Belt. The inner sections typically house sprawling residential quarters, bustling markets, recreational zones, and cultural centres, catering to the diverse needs of the Isolarians. Many Isolarians take pride in their ability to endure and thrive in the face of adversity, particularly being shaped by Isolara’s isolation. Their traditions and celebrations often revolve around the shared experiences of life in the Dust Belt and Isolarian culture is characterised by a strong sense of mutual support and resilience. However, this isolation also breeds a certain wariness of outside influences, with many preferring to keep their affairs separate from the politics and disputes of the wider Republic of Biesel, and the greater Spur.&lt;br /&gt;
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== Dumas ==&lt;br /&gt;
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Bleak and unremarkable, located in the farthest reaches of Tau Ceti, Dumas exists. Its size, and harsh environment, make it an unattractive target for settlement or industrial development. With an almost total absence of natural light due to its position in the shadow of the Dust Belt, Dumas is perpetually shrouded in darkness, with temperatures that plummet to near absolute zero. These extreme conditions, coupled with the body’s lack of any significant resources or minerals, render it an inhospitable and unprofitable location for any major ventures. With no known resources to exploit and no infrastructure in place, Dumas is largely left to drift unnoticed, offering little more than a cold, desolate space.&lt;br /&gt;
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== Romanovich Cloud == &lt;br /&gt;
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The Romanovich Cloud is a vast, remote shell of icy, rocky, and metallic bodies that orbit the farthest reaches of Tau Ceti, beyond even the Dust Belt. It&#039;s a crucial source of raw materials for the entire system, with large deposits of precious metals, and radioactive elements, and was previously the largest deposit of Phoron outside of the [[Republic of Elyra]]. [[NanoTrasen]] had made the Romanovich Cloud a key part of its operations, at least until Phoron had dried up within it. &lt;br /&gt;
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A notable location within the Cloud was the NSS Aurora; founded in 2459 by NanoTrasen it was a station built to replace its eponymous predecessor. Situated in a Phoron-rich asteroid, the Aurora was responsible for mining and researching the valuable mineral. Due to the importance of the Romanovich Cloud, the station was the site of important events related to Tau Ceti, including the latest [[KING OF THE WORLD|Solarian invasion]]. The crew did not live on-site and commuted between the facility and the Odin during shifts. As phoron deposits began to run out, the NSS Aurora&#039;s importance quickly diminished. A share of its crew was transferred to the [[SCCV Horizon]]. The station remains open and is mainly used to scrap whatever minerals are left in its foundations. &lt;br /&gt;
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Another notable location is the Grand Romanovich Casino, which opened in 2462 and is a [[Crevus|Crevan]]-style casino floating in a touristic zone of the cloud. It was the first Adhomian casino to open in space. The Grand Romanovich has gambling spaces, a shooting range, a swimming pool, an indoor snowmobile circuit, a bar, a restaurant, and hotel rooms among its attractions. Despite the [[Ghosts of War Arc|recent incidents]] - including deaths and two conspiracies - the establishment remains open thanks to its ties with [[Idris Incorporated]]. The Grand Romanovich has become a point of interest for those interested in the criminal and [[Bad Moon on the Rise Arc|paranormal story]] of Tau Ceti.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
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		<updated>2024-12-08T10:40:38Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Calyx */&lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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=Tau Ceti=&lt;br /&gt;
[[File:TAU CETI (1).png|thumb|500px|An image depicting Tau Ceti.]]&lt;br /&gt;
Tau Ceti – the centre of the Orion Spur’s economic powerhouse in the Republic of Biesel – is a G-type main-sequence star, located approximately 12 light-years from Sol. Despite being slightly smaller and cooler than Sol, it has remarkable similarities, despite being an estimated 5.8 billion years old. The reduced luminosity places its habitable zone closer to Tau Ceti, where life has thrived under its steady light, at least on Biesel. It has been known to humanity for millennia, where its brightness and position make it an easily identifiable star, it was catalogued as early as the classical era.&lt;br /&gt;
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It wasn’t until the early 22nd century that humanity set its sights on Tau Ceti as part of the rapid expansion of interstellar colonisation following the development of faster-than-light propulsion technology. In &#039;&#039;&#039;2147 CE&#039;&#039;&#039;, one of the early colony ships reached Tau Ceti, landing on Biesel, marking a significant milestone as it was among the closest systems to Sol to be settled outside humanity’s immediate stellar neighbourhood. Its moon, Valkyrie, was settled shortly after that as a base for supporting mining and exploration efforts across the system. &lt;br /&gt;
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==Caprice== &lt;br /&gt;
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See: [[Caprice]]&lt;br /&gt;
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The closest planet to Tau Ceti, [[Caprice]] is a scorched volcanic world dominated by relentless heat and ceaseless tectonic activity. Its surface is a chaotic landscape of blackened lava plains, towering volcanic peaks, and glowing rivers of molten rock. For centuries, it was largely ignored – not even scattered mining colonies or research outposts existed. Everything changed with the arrival of the [[Vaurca_Hives|Zo’ra Hive]]. Beneath the volatile surface, the Vaurcae have transformed [[Caprice]] into a thriving subterranean metropolis. Known as New Sedantis, the underground city is a testament to the ingenuity and resilience of the Zo’ra. It has often been reflected by Vaurcae that the design evokes nostalgia to [[Sedantis]]. It serves as the capital of the Court of Queens, the central seat of Vaurcaesian political and cultural power within the Orion Spur; and under the leadership of High Queen Vaur and Queen Zoleth, Caprice has become more than a home – it is a statement to the strength and survival in the face of extinction. While humanity views Caprice as a volatile and resource-poor rock, for the Zo’ra, it is a rebirth. The High Queen’s vision sees no end to this subterranean construction, even in the shadow of the Phoron Scarcity. &lt;br /&gt;
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==Luthien==&lt;br /&gt;
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Wind-scoured and barren, Luthien is a desert world cloaked in a thin nitrogen-heavy atmosphere, entirely unbreathable by most sophonts within the Orion Spur. Despite its inhospitable nature, Luthien has become somewhat of an up-and-coming development within Tau Ceti – and to an extent, the [[Republic of Biesel]]. Its surface was once littered with sprawling corporate facilities owned by [[NanoTrasen]] – at least within the planet&#039;s northern pole, where easy access to the frozen water allowed for quicker expansion of a nascent mining industry. It wasn’t until the collapse of the [[Solarian Alliance]], and the subsequent announcement of the creation of the [[Stellar Corporate Conglomerate]], that Luthien also became another facet of Hephaestus Industries’ mining facilities – with several facilities in recent years dotting Luthien’s south pole; far enough away as to not interfere with NanoTrasen’s ongoing mining efforts. Both the poles are now scarred by enormous open-pit mines, subterranean extraction facilities, and towering refineries – where the megacorporations fiercely seek to exploit the rich veins of rare metals and minerals beneath the earth.  &lt;br /&gt;
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NanoTrasen’s facility at the northern pole of Luthien – named the NanoTrasen Mining Facility Arctic Crown, is designed to maximise the efficiency of the extreme desert environment and is known throughout the Republic of Biesel for their cutting-edge mining operations and high-tech refining processes, focused on rare mineral extraction essential for the megacorporation’s border interstellar operations. It was established in &#039;&#039;&#039;2439 CE&#039;&#039;&#039;, following negotiations with both the [[Solarian Alliance]] and the [[Republic of Biesel]]. It is composed of a series of interconnected complexes designed for large-scale industrial activity, alongside research divisions that focus on mining-adjacent research and development. Complex Alpha, or just “Alph” as colloquially known, is situated at the edge of the northern pole’s shifting dunes and largely seeks to extract heavy metals and rare earth elements buried deep beneath the earth – modular mining rigs are a common sight, with hundreds, if not thousands, of miners across the entire complex operating them. Complex Beta, again merely Beta, holds a state-of-the-art refinery that churns the raw miners into highly refined materials for NanoTrasen’s use; strict environmental controls are utilised to limit exposure and emissions of toxins, with round-the-clock atmospheric technicians constantly monitoring. Lastly, Complex Charlie hosts the Shuttleport – receiving both shipments and personnel, but also offloading the same. It is not structured too dissimilar to an extremely large warehouse, except by hosting nearly six separate docks – with only one “passenger” terminal for the personnel, leading to excruciatingly long waits for most personnel signing off of their shift. &lt;br /&gt;
[[File:luthien.jpg|thumb|400px|The Arctic Crown, the jewel of Luthien, near the planet&#039;s northern pole.]]&lt;br /&gt;
At the southern pole rests Blackridge, [[Hephaestus Industries]]&#039; own network of highly profitable mining and refining facilities, focusing instead on the extraction of minerals for drydocking, and shipbuilding. The atmosphere is abundantly clear, with a direct focus on utilising Luthien’s resources for mass production on an industrial scale – with sprawling mines seeking the vast reserves of minerals highly sought after. Its location near one of Luthien’s most active geothermal zones has resulted in Blackridge relying on automation predominately – artificial intelligence and integrated positronic chassis being the majority of the workforce, besides a growing minority of non-synthetics. Having only been established in 2462, shortly after the collapse of the [[Solarian Alliance]], Blackridge is still a rather small operation as opposed to the sprawling facility of the Arctic Crown; however, plans have been submitted to rapidly begin expanding, particularly as Hephaestus Industries comes under the control of the Unathite Guilds, and becomes the Stellar Corporate Conglomerate’s primary shipbuilders.&lt;br /&gt;
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Luthien is also home to a burgeoning population of [[Aut%27akh|Aut’akh]], known as the Pacters. Refugees that forged a working relationship with the megacorporations operating on the planet – the central tenet of the Pact is the agreement signed between the Aut’akh, NanoTrasen, and Zavodskoi Interstellar – which secured the Aut’akh labour in exchange for basic provisions, accommodation, and a biodome in which they could live and work. While the Pacters have found a degree of prosperity in this arrangement, the reality of corporate exploitation remains clear: wages are low, and most of their earnings are quickly consumed by the cost of living on the planet, leading many to seek off-world employment to send funds back to the commune. Despite these hardships, the Pacters have tempered their revolutionary ideals against anti-capitalism – thanks to the deep dependence on the corporate sponsorship of [[NanoTrasen]] and [[Zavodskoi Interstellar]] – the only facility of the latter that exists on Luthien. &lt;br /&gt;
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Besides the Pacters, the [[Vaurca_Hives|brood of Xakt]] has become a pivotal roleplayer for [[Vaurca]] within the [[Republic of Biesel]] – known for their cultivation of K’ois. Dozens, if not hundreds, of K’ois farms are scattered across the desert landscape of Luthien, maintained by both Bound and Unbound Vaurcae – the fungus’ yellow sheen can be seen creeping through the dunes, far away from the inhabited poles, and the Aut’akh. It is typically grown under controlled conditions, however, its ability to spread is often unpredictable and requires constant vigilance so as to ensure it doesn’t invade the safety of the aforementioned habitations – the potential for mycosis on Luthien is a constant debate within the [[Republic of Biesel]], with calls for a complete cessation of K’ois farming often being echoed, but so far there has been no plans set forth to restrict nor interfere with the farming of the fungus, especially when considering other avenues for phoron acquisition have come to a halt. &lt;br /&gt;
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=== Calyx ===&lt;br /&gt;
The barren and frozen moon of Luthien, Calyx serves as a quiet outpost for [[Zavodskoi Interstellar]]’s subsidiary – Confiance Technologies. Research Station Theta is the only structure that exists on the moon. It specialises in artificial intelligence and synthetic research; and has become a key hub for advancing their interests in synthetic beings, focused on developing AI systems, robotics, and synthetic biology in extreme environments. It operates at the frontier of corporate experimentation, conducting research aimed at pushing the boundaries of what is currently understood as synthetics. Though the work conducted on Calyx is highly confidential, and fiercely protected by Zavodskoi, there have been reports of researchers working with [[IPC]]s – testing their limits in ways that could be seen as morally questionable. Many of the Pacters of Luthien have come to find work within Research Station Theta; a brief trip between the planet and its moon, often only eclipsing a couple of minutes – and technically, still encompasses the terms of the agreement between the megacorporation and the Aut’akh. &lt;br /&gt;
[[File:Mendell-Skyline.jpg|250px|thumb|Mendell City, both the planetary, and system, capital. ]]&lt;br /&gt;
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== Biesel ==&lt;br /&gt;
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See: [[Biesel]]&lt;br /&gt;
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A temperate, oxygen-rich planet, [[Biesel]] is the capital of the [[Republic of Biesel]]. Colonised in the mid-2100s, it is one of the most populated planets within the Orion Spur and is a major economic powerhouse, with a thriving urban landscape, and rich resource base.  Its economy is bolstered by agriculture, notably the production of fresh crops and water, which are exported throughout Tau Ceti. The planet’s service economy also caters to its large workforce, with the megacorporations playing a dominant role in the planet’s economy, and to a large extent the entirety of the Republic of Biesel’s economy. Biesel’s capital, Mendell City, is a massive, bustling metropolis spanning thirty-thousand square kilometres and home to billions. It’s a centre of commerce with the headquarters of almost all megacorporations located in District One.&lt;br /&gt;
[[File:Mendell-Skyline2.jpg|250px|thumb|Mendell City is one of the most populated city within the Orion Spur. ]]&lt;br /&gt;
=== Valkyrie ===&lt;br /&gt;
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See: [[Valkyrie]]&lt;br /&gt;
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The moon of Biesel, [[Valkyrie]] was the third to be settled by the [[Solarian Alliance]], and has become an essential player in the economy of Tau Ceti; though its industrial outpost doesn’t match that of [[Biesel]] or [[New Gibson]], Valkyrie&#039;s location has made it a crucial hub for trade and commerce. Early development was messy, with miners and researchers living in cramped conditions. Over time, though, the moon began to grow, and what started as small mining camps expanded into busy industrial bases. Valkyrie became a shipping and manufacturing powerhouse, especially after [[NanoTrasen]] set up the Hyperion Data Nexus in the 2400s, which played a key role in the discovery and research of Phoron. In &#039;&#039;&#039;2452 CE&#039;&#039;&#039;, after the Republic of Biesel’s secession, the moon achieved some independence, [[Valkyrie]] was declared a separate state - though remains a member of the Republic of Biesel - forming the Commonwealth of Valkyrie shortly thereafter.  &lt;br /&gt;
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== New Gibson ==&lt;br /&gt;
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See: [[New Gibson]]&lt;br /&gt;
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The second planet within Tau Ceti to be colonised, [[New Gibson]] serves as the industrial powerhouse of Tau Ceti – located just outside the habitable zone, it is an icy, barren world with a thin atmosphere incapable of supporting life. The majority of its population resides entirely in biodomes. It is rich in valuable mineral resources, making it a vital hub for shipbuilding, manufacturing, and various other industrial sectors – its massive mining operations, spanning vast pitlands, extract concentrated ores for its manufacturing facilities. The capital of [[New Gibson]] is the Hengsha Arcology which mirrors Biesel’s urban landscapes, housing corporate elites and providing a more hospitable environment – compared to its external landscape. Though it lacks tectonic activity, is frozen, and is largely desolate, the planet remains a key producer of critical goods and contributes significantly to the broader economy of Tau Ceti and, to a large extent, the [[Republic of Biesel]]. &lt;br /&gt;
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=== Skjold ===&lt;br /&gt;
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[[New Gibson]]’s barren and rocky moon, Skjold is a cold, lifeless satellite with no atmosphere and little in the way of natural resources. However, it has been transformed into a unique hub for off-world entertainment, attracting travellers and workers from across Tau Ceti, especially from the harsh industrial landscape of [[New Gibson]] itself. Despite its inhospitable environment, [[Idris Incorporated]] has made Skjold a destination, establishing a massive entertainment complex known as the Steelworks, shortly after the secession of the [[Republic of Biesel]]. The Steelworks is a sprawling recreational facility, built into the moon’s rocky crags, featuring luxury hotels, expansive casinos, high-end restaurants, and an array of recreational facilities, including zero-gravity sports arenas, and holo-simulation entertainment hubs. Designed to offer an escape from the gruelling work on New Gibson, it seeks to provide both leisure and relaxation to the weary working class. The Steelworks’ sleek, metallic architecture stands in sharp contrast to the moon’s desolate landscape, with vast domed structures offering panoramic views of the cold, barren surface. Besides the Steelworks, it is minimally developed. [[File:newgibson.jpg|thumb|400px|The harsh atmospheric conditions of New Gibson result in many surviving in biodomes, or far beneath the planet&#039;s surface.]] It has no permanent atmosphere, and most activities are confined to subterranean or enclosed environments offered by [[Idris Incorporated]] – those seeking to enjoy the cold, barren surface are required to wear environmental suits, offered of course by the megacorporation. Skjold&#039;s lack of significant natural resources has been offset by its status as a retreat, offering a rare opportunity for workers on New Gibson to take a break from their dangerous, high-stress environments. &lt;br /&gt;
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== Reade ==  &lt;br /&gt;
&lt;br /&gt;
Within the outer reaches of Tau Ceti, Reade is known for its valuable hydrogen and helium extraction operations – critical to fueling warpdrives for those entering the system. The gas giant itself is sparsely inhabited, with most of the population living across its asteroid-sized moons, Xylth, Eryndal, and Zerion. The only population centre of the gas giant is Anemostrovilos,a massive, reinforced blimp-like aerostat that serves as both a city and an extraction hub, with a vast platform spanning a radius of 19 kilometres. The city, built within a biodome atop the aerostat, is anchored securely so as to mitigate the turbulent conditions of Reade’s volatile atmosphere – with most, if not all, of its professional opportunities revolving around gas extraction, harnessing the abundant gasses in Reade’s upper layers.  Anemostrovilos is subject to intense storms every few years, caused by the rotational dynamics of Reade itself. These storms can lead to temporary shutdowns of the floating city’s platforms, sometimes lasting up to three days, disrupting both commerce and daily life. The storms have added an element of danger to living on the Anemostrovilos; often resulting in many who thrive on adventure and risk flocking to it during these periods -a once-in-a-lifetime experience, where people can enjoy unparalleled views of the swirling, colourful gases of Reade’s atmosphere, and the vast, ever-changing cloudscapes beneath their feet. The aerostat is home to the Anemostrovilos College of Pioneers, an esteemed institution that trains many drawn to the frontier of space exploration. Students and faculty contribute significantly to the ongoing efforts to optimise the harvesting of Reade’s gasses; with most students typically being apprentices alongside their studies. &lt;br /&gt;
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=== Xylth ===&lt;br /&gt;
 &lt;br /&gt;
Xylth is the largest, most developed, of Reade&#039;s moons. It is a rocky, ice-covered satellite that is home to gas refineries. Despite its harsh, frozen exterior, it has become somewhat of a regional hub among Reade and its moons – where its proximity to the gas giant has made it an ideal location for its primary objective. Though its surface is riddled with craters, and typically enormous ice fields dominate the landscape, a burgeoning population has sprung up – with several subterranean tunnels not dissimilar to an underground metro even existing, which connect the facilities, and residential areas, and allow the working class to avoid the extremes of the surface. Most of the industrial facilities are deep within Xylth, with the residential biodomes on the surface. &lt;br /&gt;
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=== Eryndal ===&lt;br /&gt;
&lt;br /&gt;
Eryndal is the smaller, more enigmatic moon of Reade, characterised by its vast, frozen methane seas; and while not as industrialised as Xylth, it was set to become a strategic research outpost for [[Zeng-Hu Pharmaceuticals]]. Established at the beginning of the 2400s, Eryndal was thought to be a promising research outpost but has since become a symbol of corporate neglect. Slated to host research on biotechnology and pharmaceuticals, as the years passed, Zeng-Hu’s focus shifted, and funding for the moon’s operations dwindled. Eryndal gradually became a place where personnel were sent to cool off or to be sidelined after conflicts with upper management. Its research facilities, once cutting-edge, now stand abandoned or underutilised, while the remaining staff are often relegated to menial or less glamorous tasks.  The moon has earned a reputation among Zeng-Hu employees as a punishment assignment—a place for those who have fallen out of favour with the corporate hierarchy. The sparse population now consists mostly of disgruntled researchers, low-ranking staff, and a few administrators. Despite its potential, Eryndal is now largely forgotten by the wider corporate world, reduced to a barren outpost in the eyes of many.&lt;br /&gt;
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=== Zerion ===&lt;br /&gt;
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Both rugged and desolate, Zerion was an outpost for the [[Tau Ceti Foreign Legion]], now the [[Tau Ceti Armed Forces]], with its environmental circumstances making it unsuitable for large-scale civilian settlement. Strategically positioned, it serves as a refuelling depot for long-range patrols and logistical support, with its primary function to provide a secure, and remote, location for military operations. While it is not a heavily populated location, it hosts a dedicated crew of military personnel, engineers, and security forces who ensure the continuous operation of its critical infrastructure. It has played an indispensable role in ensuring those lurking within the outer reaches of Tau Ceti are dealt with in a timely manner. Currently, plans have been discussed by the [[Republic of Biesel]] to expand Zerion, and even include a civilian shuttleport to provide a safe, controlled entry point for travellers venturing into and out the outer rim of Tau Ceti, so as to reduce congestion on other, more heavily trafficked ports. &lt;br /&gt;
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== Chandras == &lt;br /&gt;
 &lt;br /&gt;
With its remote location in Tau Ceti, Chandras offers unique advantages – particularly for [[Orion Express]]. The planet’s vast, icy surface is soon to be home to massive supply chain facilities, many of which are being constructed or expanded to handle the needs of the megacorporations operating in the Spur. These facilities will primarily be focused on maintaining a steady flow of goods, resources and materials between the planets within Tau Ceti. The frozen expanse of Chandras provides an ideal location for large-scale warehouses, storage tanks, and processing plants – all of which will be crucial to managing the immense supply demands of the megacorporations. Orion Express is making substantial investments in the planet’s infrastructure to accommodate its future growth. Transport hubs are being built to ensure quick shipments among Tau Ceti, with the intended goal of creating a logistics network that supports the increasingly fast-paced demands of the Spur’s economy, where the megacorporation has thought Chandras is the perfect location for a central logistics hub.  While the majority of the construction on Chandras is still in its infancy, it is clear that [[Orion Express]] sees the icy planet as a vital long-term investment. &lt;br /&gt;
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== The Dust Belt == &lt;br /&gt;
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Surrounding Tau Ceti is a chaotic, swirling ring of debris that stretches far and wide, encircling the inner planets in the system. It’s a region where the laws of nature collide with the ambition of those willing to take risks. While many consider the Belt to be little more than an obstacle to efficient travel, it is a hidden treasure trove for those brave – or reckless – enough to stake their claim. Contrary to its menacing reputation, travel through the Dust Belt has become manageable with contemporary navigation technology. However, it&#039;s not the dust or smaller particles that pose the greatest threat, but the occasional rogue asteroid, drifting aimlessly through the Belt with unpredictable trajectories. These wandering giants can be catastrophic to the unprepared ship, and the Belt&#039;s sheer vastness means that the risk is never far from any passing vessel.&lt;br /&gt;
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Despite the risks, the Dust Belt has become a hotbed of activity for independent contractors looking to make their fortune. No entity has laid claim to the belt, as the danger posed by rogue asteroids, the distance from Biesel, and generally the inhospitable nature, have dissuaded large-scale mining or commercial operations. This lack of central authority has given rise to a wild frontier of opportunistic miners, salvagers, and scavengers; typically operating in small, nimble ships capable of quickly darting in and out of the debris fields in search of valuable resources, lost cargo, and derelict vessels. &lt;br /&gt;
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The primary allure is the wealth within its debris, where the Dust Belt is rife with shipwrecks, abandoned attempts of stations and rich rare minerals embedded in asteroid fragments – with the constant collisions within the Belt often exposing previously undiscovered caches of valuable resources.  As a result of the lack of any recognisable claim, and the general lack of desire for patrols within the Dust Belt by the Republic of Biesel, or the megacorporations, it has become somewhat lawless – at least if one is careful. Those within the Belt live by their own rules, where the few protections within the Belt have cultivated a culture of self-reliance and fierce independence among those that consider the Belt their mainstream of income. It isn’t unheard of for these independent groups to form loose alliances, but these relationships can be as fleeting and volatile as the debris surrounding them. &lt;br /&gt;
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===Isolara===&lt;br /&gt;
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A colossal space station nestled within the Dust Belt, Isolara stands as one of the largest stations within Tau Ceti and one of the most populous and expansive installations within the Spur. Established in &#039;&#039;&#039;2411 CE&#039;&#039;&#039;, it has swelled to a permanent population numbering in the hundreds of thousands and is a vibrant hub of activity, commerce, and life within the Belt. The majority of its residents are off-worlders, with a growing minority of non-humans beginning to appear within Isolara. &lt;br /&gt;
&lt;br /&gt;
Despite its isolation, Isolara thrives from the symbiotic relationship it has developed with Orion Express. With its industries largely focused on salvage operations and mineral extraction within the Belt, it relies on [[Orion Express]] to deliver essential goods, advanced equipment, and luxuries that can sustain Isolara’s massive population, in which the exchange has come to be the lifeline of its economy. &lt;br /&gt;
Isolara was offered recognition as part of the [[Republic of Biesel]] shortly after its secession, to which they requested instead a semi-autonomous identity under the legal purview of Reade; which grants it the benefits of formal legal protection and representation, but allows its physical and cultural detachment from the rest of Tau Ceti to function with a degree of independence. The unique political dynamic of Isolara is largely influenced by a mix of local governance, industry-driven priorities, and adherence to the [[Republic of Biesel]]’s laws. It is led by &#039;&#039;&#039;Custodian Reida Veylan&#039;&#039;&#039;, having been in the position since &#039;&#039;&#039;2457 CE&#039;&#039;&#039;. &lt;br /&gt;
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Physically, Isolara is an awe-inspiring structure, with multiple layers of modular sections having been constructed over decades of expansion; where the outer sections are dominated by salvage and processing facilities — countless Isolarians can be seen working tirelessly to harvest and refine the resources present within the Dust Belt. The inner sections typically house sprawling residential quarters, bustling markets, recreational zones, and cultural centres, catering to the diverse needs of the Isolarians. Many Isolarians take pride in their ability to endure and thrive in the face of adversity, particularly being shaped by Isolara’s isolation. Their traditions and celebrations often revolve around the shared experiences of life in the Dust Belt and Isolarian culture is characterised by a strong sense of mutual support and resilience. However, this isolation also breeds a certain wariness of outside influences, with many preferring to keep their affairs separate from the politics and disputes of the wider Republic of Biesel, and the greater Spur.&lt;br /&gt;
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== Dumas ==&lt;br /&gt;
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Bleak and unremarkable, located in the farthest reaches of Tau Ceti, Dumas exists. Its size, and harsh environment, make it an unattractive target for settlement or industrial development. With an almost total absence of natural light due to its position in the shadow of the Dust Belt, Dumas is perpetually shrouded in darkness, with temperatures that plummet to near absolute zero. These extreme conditions, coupled with the body’s lack of any significant resources or minerals, render it an inhospitable and unprofitable location for any major ventures. With no known resources to exploit and no infrastructure in place, Dumas is largely left to drift unnoticed, offering little more than a cold, desolate space.&lt;br /&gt;
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== Romanovich Cloud == &lt;br /&gt;
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The Romanovich Cloud is a vast, remote shell of icy, rocky, and metallic bodies that orbit the farthest reaches of Tau Ceti, beyond even the Dust Belt. It&#039;s a crucial source of raw materials for the entire system, with large deposits of precious metals, and radioactive elements, and was previously the largest deposit of Phoron outside of the [[Republic of Elyra]]. [[NanoTrasen]] had made the Romanovich Cloud a key part of its operations, at least until Phoron had dried up within it. &lt;br /&gt;
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A notable location within the Cloud was the NSS Aurora; founded in 2459 by NanoTrasen it was a station built to replace its eponymous predecessor. Situated in a Phoron-rich asteroid, the Aurora was responsible for mining and researching the valuable mineral. Due to the importance of the Romanovich Cloud, the station was the site of important events related to Tau Ceti, including the latest [[KING OF THE WORLD|Solarian invasion]]. The crew did not live on-site and commuted between the facility and the Odin during shifts. As phoron deposits began to run out, the NSS Aurora&#039;s importance quickly diminished. A share of its crew was transferred to the [[SCCV Horizon]]. The station remains open and is mainly used to scrap whatever minerals are left in its foundations. &lt;br /&gt;
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Another notable location is the Grand Romanovich Casino, which opened in 2462 and is a [[Crevus|Crevan]]-style casino floating in a touristic zone of the cloud. It was the first Adhomian casino to open in space. The Grand Romanovich has gambling spaces, a shooting range, a swimming pool, an indoor snowmobile circuit, a bar, a restaurant, and hotel rooms among its attractions. Despite the [[Ghosts of War Arc|recent incidents]] - including deaths and two conspiracies - the establishment remains open thanks to its ties with [[Idris Incorporated]]. The Grand Romanovich has become a point of interest for those interested in the criminal and [[Bad Moon on the Rise Arc|paranormal story]] of Tau Ceti.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
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		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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=Tau Ceti=&lt;br /&gt;
[[File:TAU CETI (1).png|thumb|500px|An image depicting Tau Ceti.]]&lt;br /&gt;
Tau Ceti – the centre of the Orion Spur’s economic powerhouse in the Republic of Biesel – is a G-type main-sequence star, located approximately 12 light-years from Sol. Despite being slightly smaller and cooler than Sol, it has remarkable similarities, despite being an estimated 5.8 billion years old. The reduced luminosity places its habitable zone closer to Tau Ceti, where life has thrived under its steady light, at least on Biesel. It has been known to humanity for millennia, where its brightness and position make it an easily identifiable star, it was catalogued as early as the classical era.&lt;br /&gt;
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It wasn’t until the early 22nd century that humanity set its sights on Tau Ceti as part of the rapid expansion of interstellar colonisation following the development of faster-than-light propulsion technology. In &#039;&#039;&#039;2147 CE&#039;&#039;&#039;, one of the early colony ships reached Tau Ceti, landing on Biesel, marking a significant milestone as it was among the closest systems to Sol to be settled outside humanity’s immediate stellar neighbourhood. Its moon, Valkyrie, was settled shortly after that as a base for supporting mining and exploration efforts across the system. &lt;br /&gt;
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==Caprice== &lt;br /&gt;
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See: [[Caprice]]&lt;br /&gt;
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The closest planet to Tau Ceti, [[Caprice]] is a scorched volcanic world dominated by relentless heat and ceaseless tectonic activity. Its surface is a chaotic landscape of blackened lava plains, towering volcanic peaks, and glowing rivers of molten rock. For centuries, it was largely ignored – not even scattered mining colonies or research outposts existed. Everything changed with the arrival of the [[Vaurca_Hives|Zo’ra Hive]]. Beneath the volatile surface, the Vaurcae have transformed [[Caprice]] into a thriving subterranean metropolis. Known as New Sedantis, the underground city is a testament to the ingenuity and resilience of the Zo’ra. It has often been reflected by Vaurcae that the design evokes nostalgia to [[Sedantis]]. It serves as the capital of the Court of Queens, the central seat of Vaurcaesian political and cultural power within the Orion Spur; and under the leadership of High Queen Vaur and Queen Zoleth, Caprice has become more than a home – it is a statement to the strength and survival in the face of extinction. While humanity views Caprice as a volatile and resource-poor rock, for the Zo’ra, it is a rebirth. The High Queen’s vision sees no end to this subterranean construction, even in the shadow of the Phoron Scarcity. &lt;br /&gt;
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==Luthien==&lt;br /&gt;
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Wind-scoured and barren, Luthien is a desert world cloaked in a thin nitrogen-heavy atmosphere, entirely unbreathable by most sophonts within the Orion Spur. Despite its inhospitable nature, Luthien has become somewhat of an up-and-coming development within Tau Ceti – and to an extent, the [[Republic of Biesel]]. Its surface was once littered with sprawling corporate facilities owned by [[NanoTrasen]] – at least within the planet&#039;s northern pole, where easy access to the frozen water allowed for quicker expansion of a nascent mining industry. It wasn’t until the collapse of the [[Solarian Alliance]], and the subsequent announcement of the creation of the [[Stellar Corporate Conglomerate]], that Luthien also became another facet of Hephaestus Industries’ mining facilities – with several facilities in recent years dotting Luthien’s south pole; far enough away as to not interfere with NanoTrasen’s ongoing mining efforts. Both the poles are now scarred by enormous open-pit mines, subterranean extraction facilities, and towering refineries – where the megacorporations fiercely seek to exploit the rich veins of rare metals and minerals beneath the earth.  &lt;br /&gt;
&lt;br /&gt;
NanoTrasen’s facility at the northern pole of Luthien – named the NanoTrasen Mining Facility Arctic Crown, is designed to maximise the efficiency of the extreme desert environment and is known throughout the Republic of Biesel for their cutting-edge mining operations and high-tech refining processes, focused on rare mineral extraction essential for the megacorporation’s border interstellar operations. It was established in &#039;&#039;&#039;2439 CE&#039;&#039;&#039;, following negotiations with both the [[Solarian Alliance]] and the [[Republic of Biesel]]. It is composed of a series of interconnected complexes designed for large-scale industrial activity, alongside research divisions that focus on mining-adjacent research and development. Complex Alpha, or just “Alph” as colloquially known, is situated at the edge of the northern pole’s shifting dunes and largely seeks to extract heavy metals and rare earth elements buried deep beneath the earth – modular mining rigs are a common sight, with hundreds, if not thousands, of miners across the entire complex operating them. Complex Beta, again merely Beta, holds a state-of-the-art refinery that churns the raw miners into highly refined materials for NanoTrasen’s use; strict environmental controls are utilised to limit exposure and emissions of toxins, with round-the-clock atmospheric technicians constantly monitoring. Lastly, Complex Charlie hosts the Shuttleport – receiving both shipments and personnel, but also offloading the same. It is not structured too dissimilar to an extremely large warehouse, except by hosting nearly six separate docks – with only one “passenger” terminal for the personnel, leading to excruciatingly long waits for most personnel signing off of their shift. &lt;br /&gt;
[[File:luthien.jpg|thumb|400px|The Arctic Crown, the jewel of Luthien, near the planet&#039;s northern pole.]]&lt;br /&gt;
At the southern pole rests Blackridge, [[Hephaestus Industries]]&#039; own network of highly profitable mining and refining facilities, focusing instead on the extraction of minerals for drydocking, and shipbuilding. The atmosphere is abundantly clear, with a direct focus on utilising Luthien’s resources for mass production on an industrial scale – with sprawling mines seeking the vast reserves of minerals highly sought after. Its location near one of Luthien’s most active geothermal zones has resulted in Blackridge relying on automation predominately – artificial intelligence and integrated positronic chassis being the majority of the workforce, besides a growing minority of non-synthetics. Having only been established in 2462, shortly after the collapse of the [[Solarian Alliance]], Blackridge is still a rather small operation as opposed to the sprawling facility of the Arctic Crown; however, plans have been submitted to rapidly begin expanding, particularly as Hephaestus Industries comes under the control of the Unathite Guilds, and becomes the Stellar Corporate Conglomerate’s primary shipbuilders.&lt;br /&gt;
 &lt;br /&gt;
Luthien is also home to a burgeoning population of [[Aut%27akh|Aut’akh]], known as the Pacters. Refugees that forged a working relationship with the megacorporations operating on the planet – the central tenet of the Pact is the agreement signed between the Aut’akh, NanoTrasen, and Zavodskoi Interstellar – which secured the Aut’akh labour in exchange for basic provisions, accommodation, and a biodome in which they could live and work. While the Pacters have found a degree of prosperity in this arrangement, the reality of corporate exploitation remains clear: wages are low, and most of their earnings are quickly consumed by the cost of living on the planet, leading many to seek off-world employment to send funds back to the commune. Despite these hardships, the Pacters have tempered their revolutionary ideals against anti-capitalism – thanks to the deep dependence on the corporate sponsorship of [[NanoTrasen]] and [[Zavodskoi Interstellar]] – the only facility of the latter that exists on Luthien. &lt;br /&gt;
&lt;br /&gt;
Besides the Pacters, the [[Vaurca_Hives|brood of Xakt]] has become a pivotal roleplayer for [[Vaurca]] within the [[Republic of Biesel]] – known for their cultivation of K’ois. Dozens, if not hundreds, of K’ois farms are scattered across the desert landscape of Luthien, maintained by both Bound and Unbound Vaurcae – the fungus’ yellow sheen can be seen creeping through the dunes, far away from the inhabited poles, and the Aut’akh. It is typically grown under controlled conditions, however, its ability to spread is often unpredictable and requires constant vigilance so as to ensure it doesn’t invade the safety of the aforementioned habitations – the potential for mycosis on Luthien is a constant debate within the [[Republic of Biesel]], with calls for a complete cessation of K’ois farming often being echoed, but so far there has been no plans set forth to restrict nor interfere with the farming of the fungus, especially when considering other avenues for phoron acquisition have come to a halt. &lt;br /&gt;
&lt;br /&gt;
=== Calyx ===&lt;br /&gt;
The barren and frozen moon of Luthien, Calyx serves as a quiet outpost for [[Zavodskoi Interstellar]]’s subsidiary – Confiance Technologies. Research Station Theta is the only structure that exists on the moon. It specialises in artificial intelligence and synthetic research; and has become a key hub for advancing their interests in synthetic beings, focused on developing AI systems, robotics, and synthetic biology in extreme environments. It operates at the frontier of corporate experimentation, conducting research aimed at pushing the boundaries of what is currently understood as synthetics. Though the work conducted on Calyx is highly confidential, and fiercely protected by Zavodskoi, there have been reports of researchers working with [[IPC]]s – testing their limits in ways that could be seen as morally questionable. Many of the Pacters of Luthien have come to find work within Research Station Theta; a brief trip between the planet and its moon, often only eclipsing a couple of minutes – and technically, still encompasses the terms of the agreement between the megacorporation and the Aut’akh. &lt;br /&gt;
[[File:Mendell-Skyline.jpg|250px|thumb|Mendell City, both the planetary, and Republic of Biesel&#039;s capital. ]]&lt;br /&gt;
== Biesel ==&lt;br /&gt;
 &lt;br /&gt;
See: [[Biesel]]&lt;br /&gt;
&lt;br /&gt;
A temperate, oxygen-rich planet, [[Biesel]] is the capital of the [[Republic of Biesel]]. Colonised in the mid-2100s, it is one of the most populated planets within the Orion Spur and is a major economic powerhouse, with a thriving urban landscape, and rich resource base.  Its economy is bolstered by agriculture, notably the production of fresh crops and water, which are exported throughout Tau Ceti. The planet’s service economy also caters to its large workforce, with the megacorporations playing a dominant role in the planet’s economy, and to a large extent the entirety of the Republic of Biesel’s economy. Biesel’s capital, Mendell City, is a massive, bustling metropolis spanning thirty-thousand square kilometres and home to billions. It’s a centre of commerce with the headquarters of almost all megacorporations located in District One.&lt;br /&gt;
[[File:Mendell-Skyline2.jpg|250px|thumb|Mendell City is one of the most populated city within the Orion Spur. ]]&lt;br /&gt;
=== Valkyrie ===&lt;br /&gt;
&lt;br /&gt;
See: [[Valkyrie]]&lt;br /&gt;
&lt;br /&gt;
The moon of Biesel, [[Valkyrie]] was the third to be settled by the [[Solarian Alliance]], and has become an essential player in the economy of Tau Ceti; though its industrial outpost doesn’t match that of [[Biesel]] or [[New Gibson]], Valkyrie&#039;s location has made it a crucial hub for trade and commerce. Early development was messy, with miners and researchers living in cramped conditions. Over time, though, the moon began to grow, and what started as small mining camps expanded into busy industrial bases. Valkyrie became a shipping and manufacturing powerhouse, especially after [[NanoTrasen]] set up the Hyperion Data Nexus in the 2400s, which played a key role in the discovery and research of Phoron. In &#039;&#039;&#039;2452 CE&#039;&#039;&#039;, after the Republic of Biesel’s secession, the moon achieved some independence, [[Valkyrie]] was declared a separate state - though remains a member of the Republic of Biesel - forming the Commonwealth of Valkyrie shortly thereafter.  &lt;br /&gt;
&lt;br /&gt;
== New Gibson ==&lt;br /&gt;
 &lt;br /&gt;
See: [[New Gibson]]&lt;br /&gt;
&lt;br /&gt;
The second planet within Tau Ceti to be colonised, [[New Gibson]] serves as the industrial powerhouse of Tau Ceti – located just outside the habitable zone, it is an icy, barren world with a thin atmosphere incapable of supporting life. The majority of its population resides entirely in biodomes. It is rich in valuable mineral resources, making it a vital hub for shipbuilding, manufacturing, and various other industrial sectors – its massive mining operations, spanning vast pitlands, extract concentrated ores for its manufacturing facilities. The capital of [[New Gibson]] is the Hengsha Arcology which mirrors Biesel’s urban landscapes, housing corporate elites and providing a more hospitable environment – compared to its external landscape. Though it lacks tectonic activity, is frozen, and is largely desolate, the planet remains a key producer of critical goods and contributes significantly to the broader economy of Tau Ceti and, to a large extent, the [[Republic of Biesel]]. &lt;br /&gt;
&lt;br /&gt;
=== Skjold ===&lt;br /&gt;
&lt;br /&gt;
[[New Gibson]]’s barren and rocky moon, Skjold is a cold, lifeless satellite with no atmosphere and little in the way of natural resources. However, it has been transformed into a unique hub for off-world entertainment, attracting travellers and workers from across Tau Ceti, especially from the harsh industrial landscape of [[New Gibson]] itself. Despite its inhospitable environment, [[Idris Incorporated]] has made Skjold a destination, establishing a massive entertainment complex known as the Steelworks, shortly after the secession of the [[Republic of Biesel]]. The Steelworks is a sprawling recreational facility, built into the moon’s rocky crags, featuring luxury hotels, expansive casinos, high-end restaurants, and an array of recreational facilities, including zero-gravity sports arenas, and holo-simulation entertainment hubs. Designed to offer an escape from the gruelling work on New Gibson, it seeks to provide both leisure and relaxation to the weary working class. The Steelworks’ sleek, metallic architecture stands in sharp contrast to the moon’s desolate landscape, with vast domed structures offering panoramic views of the cold, barren surface. Besides the Steelworks, it is minimally developed. [[File:newgibson.jpg|thumb|400px|The harsh atmospheric conditions of New Gibson result in many surviving in biodomes, or far beneath the planet&#039;s surface.]] It has no permanent atmosphere, and most activities are confined to subterranean or enclosed environments offered by [[Idris Incorporated]] – those seeking to enjoy the cold, barren surface are required to wear environmental suits, offered of course by the megacorporation. Skjold&#039;s lack of significant natural resources has been offset by its status as a retreat, offering a rare opportunity for workers on New Gibson to take a break from their dangerous, high-stress environments. &lt;br /&gt;
&lt;br /&gt;
== Reade ==  &lt;br /&gt;
&lt;br /&gt;
Within the outer reaches of Tau Ceti, Reade is known for its valuable hydrogen and helium extraction operations – critical to fueling warpdrives for those entering the system. The gas giant itself is sparsely inhabited, with most of the population living across its asteroid-sized moons, Xylth, Eryndal, and Zerion. The only population centre of the gas giant is Anemostrovilos,a massive, reinforced blimp-like aerostat that serves as both a city and an extraction hub, with a vast platform spanning a radius of 19 kilometres. The city, built within a biodome atop the aerostat, is anchored securely so as to mitigate the turbulent conditions of Reade’s volatile atmosphere – with most, if not all, of its professional opportunities revolving around gas extraction, harnessing the abundant gasses in Reade’s upper layers.  Anemostrovilos is subject to intense storms every few years, caused by the rotational dynamics of Reade itself. These storms can lead to temporary shutdowns of the floating city’s platforms, sometimes lasting up to three days, disrupting both commerce and daily life. The storms have added an element of danger to living on the Anemostrovilos; often resulting in many who thrive on adventure and risk flocking to it during these periods -a once-in-a-lifetime experience, where people can enjoy unparalleled views of the swirling, colourful gases of Reade’s atmosphere, and the vast, ever-changing cloudscapes beneath their feet. The aerostat is home to the Anemostrovilos College of Pioneers, an esteemed institution that trains many drawn to the frontier of space exploration. Students and faculty contribute significantly to the ongoing efforts to optimise the harvesting of Reade’s gasses; with most students typically being apprentices alongside their studies. &lt;br /&gt;
&lt;br /&gt;
=== Xylth ===&lt;br /&gt;
 &lt;br /&gt;
Xylth is the largest, most developed, of Reade&#039;s moons. It is a rocky, ice-covered satellite that is home to gas refineries. Despite its harsh, frozen exterior, it has become somewhat of a regional hub among Reade and its moons – where its proximity to the gas giant has made it an ideal location for its primary objective. Though its surface is riddled with craters, and typically enormous ice fields dominate the landscape, a burgeoning population has sprung up – with several subterranean tunnels not dissimilar to an underground metro even existing, which connect the facilities, and residential areas, and allow the working class to avoid the extremes of the surface. Most of the industrial facilities are deep within Xylth, with the residential biodomes on the surface. &lt;br /&gt;
&lt;br /&gt;
=== Eryndal ===&lt;br /&gt;
&lt;br /&gt;
Eryndal is the smaller, more enigmatic moon of Reade, characterised by its vast, frozen methane seas; and while not as industrialised as Xylth, it was set to become a strategic research outpost for [[Zeng-Hu Pharmaceuticals]]. Established at the beginning of the 2400s, Eryndal was thought to be a promising research outpost but has since become a symbol of corporate neglect. Slated to host research on biotechnology and pharmaceuticals, as the years passed, Zeng-Hu’s focus shifted, and funding for the moon’s operations dwindled. Eryndal gradually became a place where personnel were sent to cool off or to be sidelined after conflicts with upper management. Its research facilities, once cutting-edge, now stand abandoned or underutilised, while the remaining staff are often relegated to menial or less glamorous tasks.  The moon has earned a reputation among Zeng-Hu employees as a punishment assignment—a place for those who have fallen out of favour with the corporate hierarchy. The sparse population now consists mostly of disgruntled researchers, low-ranking staff, and a few administrators. Despite its potential, Eryndal is now largely forgotten by the wider corporate world, reduced to a barren outpost in the eyes of many.&lt;br /&gt;
&lt;br /&gt;
=== Zerion ===&lt;br /&gt;
&lt;br /&gt;
Both rugged and desolate, Zerion was an outpost for the [[Tau Ceti Foreign Legion]], now the [[Tau Ceti Armed Forces]], with its environmental circumstances making it unsuitable for large-scale civilian settlement. Strategically positioned, it serves as a refuelling depot for long-range patrols and logistical support, with its primary function to provide a secure, and remote, location for military operations. While it is not a heavily populated location, it hosts a dedicated crew of military personnel, engineers, and security forces who ensure the continuous operation of its critical infrastructure. It has played an indispensable role in ensuring those lurking within the outer reaches of Tau Ceti are dealt with in a timely manner. Currently, plans have been discussed by the [[Republic of Biesel]] to expand Zerion, and even include a civilian shuttleport to provide a safe, controlled entry point for travellers venturing into and out the outer rim of Tau Ceti, so as to reduce congestion on other, more heavily trafficked ports. &lt;br /&gt;
&lt;br /&gt;
== Chandras == &lt;br /&gt;
 &lt;br /&gt;
With its remote location in Tau Ceti, Chandras offers unique advantages – particularly for [[Orion Express]]. The planet’s vast, icy surface is soon to be home to massive supply chain facilities, many of which are being constructed or expanded to handle the needs of the megacorporations operating in the Spur. These facilities will primarily be focused on maintaining a steady flow of goods, resources and materials between the planets within Tau Ceti. The frozen expanse of Chandras provides an ideal location for large-scale warehouses, storage tanks, and processing plants – all of which will be crucial to managing the immense supply demands of the megacorporations. Orion Express is making substantial investments in the planet’s infrastructure to accommodate its future growth. Transport hubs are being built to ensure quick shipments among Tau Ceti, with the intended goal of creating a logistics network that supports the increasingly fast-paced demands of the Spur’s economy, where the megacorporation has thought Chandras is the perfect location for a central logistics hub.  While the majority of the construction on Chandras is still in its infancy, it is clear that [[Orion Express]] sees the icy planet as a vital long-term investment. &lt;br /&gt;
&lt;br /&gt;
== The Dust Belt == &lt;br /&gt;
&lt;br /&gt;
Surrounding Tau Ceti is a chaotic, swirling ring of debris that stretches far and wide, encircling the inner planets in the system. It’s a region where the laws of nature collide with the ambition of those willing to take risks. While many consider the Belt to be little more than an obstacle to efficient travel, it is a hidden treasure trove for those brave – or reckless – enough to stake their claim. Contrary to its menacing reputation, travel through the Dust Belt has become manageable with contemporary navigation technology. However, it&#039;s not the dust or smaller particles that pose the greatest threat, but the occasional rogue asteroid, drifting aimlessly through the Belt with unpredictable trajectories. These wandering giants can be catastrophic to the unprepared ship, and the Belt&#039;s sheer vastness means that the risk is never far from any passing vessel.&lt;br /&gt;
&lt;br /&gt;
Despite the risks, the Dust Belt has become a hotbed of activity for independent contractors looking to make their fortune. No entity has laid claim to the belt, as the danger posed by rogue asteroids, the distance from Biesel, and generally the inhospitable nature, have dissuaded large-scale mining or commercial operations. This lack of central authority has given rise to a wild frontier of opportunistic miners, salvagers, and scavengers; typically operating in small, nimble ships capable of quickly darting in and out of the debris fields in search of valuable resources, lost cargo, and derelict vessels. &lt;br /&gt;
&lt;br /&gt;
The primary allure is the wealth within its debris, where the Dust Belt is rife with shipwrecks, abandoned attempts of stations and rich rare minerals embedded in asteroid fragments – with the constant collisions within the Belt often exposing previously undiscovered caches of valuable resources.  As a result of the lack of any recognisable claim, and the general lack of desire for patrols within the Dust Belt by the Republic of Biesel, or the megacorporations, it has become somewhat lawless – at least if one is careful. Those within the Belt live by their own rules, where the few protections within the Belt have cultivated a culture of self-reliance and fierce independence among those that consider the Belt their mainstream of income. It isn’t unheard of for these independent groups to form loose alliances, but these relationships can be as fleeting and volatile as the debris surrounding them. &lt;br /&gt;
&lt;br /&gt;
===Isolara===&lt;br /&gt;
&lt;br /&gt;
A colossal space station nestled within the Dust Belt, Isolara stands as one of the largest stations within Tau Ceti and one of the most populous and expansive installations within the Spur. Established in &#039;&#039;&#039;2411 CE&#039;&#039;&#039;, it has swelled to a permanent population numbering in the hundreds of thousands and is a vibrant hub of activity, commerce, and life within the Belt. The majority of its residents are off-worlders, with a growing minority of non-humans beginning to appear within Isolara. &lt;br /&gt;
&lt;br /&gt;
Despite its isolation, Isolara thrives from the symbiotic relationship it has developed with Orion Express. With its industries largely focused on salvage operations and mineral extraction within the Belt, it relies on [[Orion Express]] to deliver essential goods, advanced equipment, and luxuries that can sustain Isolara’s massive population, in which the exchange has come to be the lifeline of its economy. &lt;br /&gt;
Isolara was offered recognition as part of the [[Republic of Biesel]] shortly after its secession, to which they requested instead a semi-autonomous identity under the legal purview of Reade; which grants it the benefits of formal legal protection and representation, but allows its physical and cultural detachment from the rest of Tau Ceti to function with a degree of independence. The unique political dynamic of Isolara is largely influenced by a mix of local governance, industry-driven priorities, and adherence to the [[Republic of Biesel]]’s laws. It is led by &#039;&#039;&#039;Custodian Reida Veylan&#039;&#039;&#039;, having been in the position since &#039;&#039;&#039;2457 CE&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Physically, Isolara is an awe-inspiring structure, with multiple layers of modular sections having been constructed over decades of expansion; where the outer sections are dominated by salvage and processing facilities — countless Isolarians can be seen working tirelessly to harvest and refine the resources present within the Dust Belt. The inner sections typically house sprawling residential quarters, bustling markets, recreational zones, and cultural centres, catering to the diverse needs of the Isolarians. Many Isolarians take pride in their ability to endure and thrive in the face of adversity, particularly being shaped by Isolara’s isolation. Their traditions and celebrations often revolve around the shared experiences of life in the Dust Belt and Isolarian culture is characterised by a strong sense of mutual support and resilience. However, this isolation also breeds a certain wariness of outside influences, with many preferring to keep their affairs separate from the politics and disputes of the wider Republic of Biesel, and the greater Spur.&lt;br /&gt;
&lt;br /&gt;
== Dumas ==&lt;br /&gt;
&lt;br /&gt;
Bleak and unremarkable, located in the farthest reaches of Tau Ceti, Dumas exists. Its size, and harsh environment, make it an unattractive target for settlement or industrial development. With an almost total absence of natural light due to its position in the shadow of the Dust Belt, Dumas is perpetually shrouded in darkness, with temperatures that plummet to near absolute zero. These extreme conditions, coupled with the body’s lack of any significant resources or minerals, render it an inhospitable and unprofitable location for any major ventures. With no known resources to exploit and no infrastructure in place, Dumas is largely left to drift unnoticed, offering little more than a cold, desolate space.&lt;br /&gt;
&lt;br /&gt;
== Romanovich Cloud == &lt;br /&gt;
&lt;br /&gt;
The Romanovich Cloud is a vast, remote shell of icy, rocky, and metallic bodies that orbit the farthest reaches of Tau Ceti, beyond even the Dust Belt. It&#039;s a crucial source of raw materials for the entire system, with large deposits of precious metals, and radioactive elements, and was previously the largest deposit of Phoron outside of the [[Republic of Elyra]]. [[NanoTrasen]] had made the Romanovich Cloud a key part of its operations, at least until Phoron had dried up within it. &lt;br /&gt;
&lt;br /&gt;
A notable location within the Cloud was the NSS Aurora; founded in 2459 by NanoTrasen it was a station built to replace its eponymous predecessor. Situated in a Phoron-rich asteroid, the Aurora was responsible for mining and researching the valuable mineral. Due to the importance of the Romanovich Cloud, the station was the site of important events related to Tau Ceti, including the latest [[KING OF THE WORLD|Solarian invasion]]. The crew did not live on-site and commuted between the facility and the Odin during shifts. As phoron deposits began to run out, the NSS Aurora&#039;s importance quickly diminished. A share of its crew was transferred to the [[SCCV Horizon]]. The station remains open and is mainly used to scrap whatever minerals are left in its foundations. &lt;br /&gt;
&lt;br /&gt;
Another notable location is the Grand Romanovich Casino, which opened in 2462 and is a [[Crevus|Crevan]]-style casino floating in a touristic zone of the cloud. It was the first Adhomian casino to open in space. The Grand Romanovich has gambling spaces, a shooting range, a swimming pool, an indoor snowmobile circuit, a bar, a restaurant, and hotel rooms among its attractions. Despite the [[Ghosts of War Arc|recent incidents]] - including deaths and two conspiracies - the establishment remains open thanks to its ties with [[Idris Incorporated]]. The Grand Romanovich has become a point of interest for those interested in the criminal and [[Bad Moon on the Rise Arc|paranormal story]] of Tau Ceti.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
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		<updated>2024-12-08T10:36:59Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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&lt;div&gt;Created by Photoshop. Uploaded by Caelphon.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
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		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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&lt;div&gt;Created with Photoshop. Uploaded by Caelphon.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
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		<updated>2024-12-08T10:34:25Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: Caelphon uploaded a new version of File:TAU CETI (1).png&lt;/p&gt;
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		<author><name>Caelphon</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Zavodskoi_Interstellar&amp;diff=34867</id>
		<title>Zavodskoi Interstellar</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Zavodskoi_Interstellar&amp;diff=34867"/>
		<updated>2024-12-07T16:54:22Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: Grammar.&lt;/p&gt;
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&lt;div&gt;{{Template:Navbox Corporations}}&lt;br /&gt;
{{Infobox Corporation&lt;br /&gt;
|headercolor = #920a0a &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 = Zavodskoi Interstellar&lt;br /&gt;
|logo = Zavodskoi_Interestellar&lt;br /&gt;
|headquarters = Nova Luxembourg, [[Moroz]], [[Empire of Dominia]]&lt;br /&gt;
|slogan = Even one matters on the battlefield.&lt;br /&gt;
|languages = Tradeband, Tau Ceti Basic, Sol Common&lt;br /&gt;
|ceo = [[Notable Humans#Lyudmila Zavodskoi|Lyudmila Zavodskoi]]&lt;br /&gt;
|colors = &amp;lt;span style=&amp;quot;color:#363c43&amp;quot;&amp;gt;Black (#363c43),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#920a0a&amp;quot;&amp;gt;red (#920a0a),&amp;lt;/span&amp;gt; &amp;lt;span style=&amp;quot;color:#7a6347&amp;quot;&amp;gt;brown (#7a6347)&amp;lt;/span&amp;gt;&lt;br /&gt;
|founded = 2259 (as Necropolis Industries)&lt;br /&gt;
2462 (as Zavodskoi Interstellar)&lt;br /&gt;
|founder = Yefim Dementyev (as Necropolis Industries)&lt;br /&gt;
Lyudmila Zavodskoi (as Zavodskoi Interstellar)&lt;br /&gt;
|regions = &lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
* [[Sol Alliance]]&lt;br /&gt;
* [[Empire of Dominia]]&lt;br /&gt;
* [[Republic of Biesel]]&lt;br /&gt;
* [[Coalition of Colonies]]&lt;br /&gt;
* [[Republic of Elyra]]&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zavodskoi Interstellar&#039;&#039;&#039;, formerly Necropolis Industries, is a weapons and aerospace manufacturing and development conglomerate founded in 2259. Zavodskoi distributes everything from light to heavy arms, space vessel weapons, ship-building, aircraft, ground vehicles, combat spacesuits, and military software. They also produce the Z.I. line of positronics, used for private security and military contracting. As Necropolis Industries, it primarily focused on genetic research and the biosciences; though Zavodskoi continues to have a genetics division, it is vastly outstripped by its competitor [[Zeng-Hu Pharmaceuticals]].&lt;br /&gt;
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Since the beginning of the phoron scarcity, Zavodskoi Interstellar has seen a rise in its relevance and profits, as civil unrest grows around the Orion Spur. Its focus on the research and development of weaponry has made it vital to the continued “stability” of the [[Stellar Corporate Conglomerate]], as well as any other clients that have either purchased or hired their arms. Notably, its continued relationship with the [[Empire of Dominia]] has provided the Empire an opportunity for cooperative and profitable business relations with the rest of humanity.&lt;br /&gt;
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== Corporate Affairs ==&lt;br /&gt;
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=== History ===&lt;br /&gt;
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Necropolis Industries was founded in 2259 by Yefim Dementyev, a former aerospace engineer with the Soviet Union. With the Alliance&#039;s outer territories beginning to show signs of unrest, the concerns of pan-galactic war were seen as an inevitability. With this in mind, Necropolis&#039; making-a-splash invention was the combat-capable voidsuit. Lighter than a typical space suit and equipped with specialised atmospheric shielding that allowed a soldier to quickly slip in and out of it, the &amp;quot;Dracula&amp;quot; combat voidsuit was nevertheless heavy, cumbersome, and expensive. But the design showed promise, and the Sol Alliance&#039;s need for military expansion pushed demand for newer, sleeker versions, which skyrocketed with the outbreak of the Interstellar War.&lt;br /&gt;
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The years of the Interstellar War saw Dementyev oversee Necropolis branching into weapons and ship armaments, which were often purchased by the similarly-young and upcoming [[PMCG|Eridani private military contractors]]. When the Treaty of Xansan was finally settled, Necropolis had secured a contract with the Solarian military, leading to it supplying the Alliance with guns and its now-iconic &amp;quot;Gargoyle&amp;quot; combat voidsuit.&lt;br /&gt;
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As relative peace followed the largest-scale conflict in human history, the board of directors turned their gaze to a yet-untouched (by them) field; biological experimentation. Though [[Zeng-Hu Pharmaceuticals]] was unambiguously more adept and well-established than their competitor, Necropolis&#039; focus on gene therapy, xenobiology, and biological limb replacements led them to brief interest from the wider galactic community. While official correspondence pointed to a desire to broaden their sphere of influence and move away from solely weapons manufacturing, insiders at the company would later recount that Yefim Dementyev had begun to feel the creeping fear of his own mortality. Rumours would tell that he was obsessed with preserving himself and his legacy, and would use his own resources at any cost to achieve this preservation.&lt;br /&gt;
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However, Dementyev&#039;s pursuit was halted by his abrupt death from a septic infection in 2317. His son, Yevgeniy Dementyev, took hold of the company&#039;s reigns, and steered it into the twenty-fourth century. During this time, he would bear witness to the contact with the [[Empire of Dominia]] by the Alliance. Dementyev the younger quickly took advantage of the nascent Empire&#039;s newness to the galactic stage, and established relations with the Great Houses and Emperor Godwin Keeser himself. From then on, Necropolis and the Empire&#039;s intimate ties meant that Necropolis boosted the efforts of not just Dominia&#039;s conquest, but the efforts of its genetic modification.&lt;br /&gt;
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In 2389, Yevgeniy Dementyev passed down the mantle of chief executive officer to his son, Kasimir Boytsov. While Boytsov was not just a dabbler in genetics and had a keen mind like his father and grandfather, he was reputed for his impulsiveness and stubbornness, refusing to admit when the tides were turning against him. While Necropolis&#039; developments in weapons manufacturing and genetics were profitable, they were being easily outstripped in the manner of shipbuilding by [[Hephaestus Industries]], and left in the dust by Zeng-Hu Pharmaceuticals. By 2450 Necropolis had become the neglected runner-up of the megacorporations, the stocks of the other major corporate entities far outstripping them. But it was during this time that an information security operative at the company, Tikhon Zavodskoi, quietly recommended his cousin Lyudmila for a position as a weapons researcher. &amp;quot;The woman from [[Pluto]]&amp;quot;, as she was known, quickly worked her way up the ranks of the company to become the assistant to the chief security officer, bringing in her own cohorts of associates from Dominia and Sol alike.&lt;br /&gt;
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2462 was when change would overwhelm Necropolis. Kasimir Boytsov was accused by the Alliance government of corruption, insider trading, bribery, and supplying the black market with weapons. He denied the accusations, but before a proper case could be brought against him, he collapsed at a press conference, and fell into a coma. The company was sent into turmoil; Boytsov had never named a proper successor, despite his rapidly-advancing age. Lyudmila Zavodskoi had become a surprise contender; her new group of executives, including her cousin Tikhon and the Imperial countess Kamilla Strelitz, pushed out the old heads and helped turn Necropolis into rebranded, rebuilt Zavodskoi Interstellar.&lt;br /&gt;
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Rather than pursue further genetics work, Zavodskoi Interstellar opted to pursue what it knew how to do better than any other megacorporation in the Orion Spur: military equipment. Three main pillars continue to drive Zavodskoi Interstellar. The largest is its classical military-industrial complex, and a massive amount of humanity&#039;s military equipment, ranging from infantry small arms to combat hardsuits to vehicles and much more, are today produced by it or one of its subsidiaries. Confiance Technologies, a recent subsidiary of Zavodskoi Interstellar, is one part of the military-industrial pillar that has even branched out into robotics. Its second pillar, as a result of Ingkom, is its robust engineering wing - Zavodskoi engineering staff are a common sight throughout the Orion Spur, though their usage within the Solarian Alliance has faltered following the Solarian Collapse of late 2462.&lt;br /&gt;
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A third, less public, pillar of Zavodskoi Interstellar is its private security force. These officers go wherever Zavodskoi employees go and are known throughout the Orion Spur for their professionalism. According to company representatives, Zavodskoi&#039;s security wing is one of the most competitive in the Orion Spur and is trained longer than any other megacorporation&#039;s security force. A recent turnover in the highest ranks of the security forces following the rebranding of Necropolis to Zavodskoi has caused some suspicion among third-party observers, but no information has been released on this by Zavodskoi representatives.&lt;br /&gt;
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=== Influence and Reputation ===&lt;br /&gt;
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As a hiring practice, Zavodski Interstellar finds itself poaching highly skilled workers from the other megacorporations. Workers with Zavodskoi usually flocked to the company to exploit its high pay - the dissolution of several underperforming departments and subsidiaries in more contested markets means that the company can focus and attract industry experts to work on weapons research. Although perfecting weapons of war is a task that will never truly be finished, the company is recognized as the uncontested leader in their development. As such, it holds a great deal of sway in almost every corner of the Spur. &lt;br /&gt;
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Clients ranging from small colonial militias to interstellar governments trust and rely on the megacorporation for their expertise. In this day and age, Zavodskoi pioneers where others do not by developing and manufacturing the highest-quality niche-function firearms, or just the biggest and baddest weapons they can muster. The extent of this research dominates every echelon of the corporation leading to the unified pursuit of maximizing the efficiency of its stock, rather than trying to cover the widest range possible.&lt;br /&gt;
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Zavodskoi Interstellar rarely works alongside Zeng-Hu contractors - intentionally so. The two corporations frequently butt heads after Zeng-Hu Pharmaceuticals left Zavodskoi genetics research in the dust, with the relation between the two sour at best. Although this attitude has lessened with the formation of the SCC, rivalry still occurs. This echoes down to the lowest ranks, as even the common worker can find themselves cheering onto outclassing the opposition. This isn’t an excuse to get fired for trashing your coworker.&lt;br /&gt;
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=== Positronics and Zavodskoi Interstellar ===&lt;br /&gt;
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In the aftermath of Necropolis Industries&#039; rebranding into Zavodskoi Interstellar, synthetics and positronics have become more of a common sight in company facilities outside of the Empire of Dominia. These Zavodskoi IPCs are however banned from command and leadership positions within Zavodskoi Interstellar due to the corporation&#039;s internal policy, which views positronics as a workforce rather than a management force. This ban includes Zavodskoi Interstellar corporate liaisons.&lt;br /&gt;
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Newly implemented and with some in the company opposed to their presence, Zavodskoi positronics face systemic fragility within the company. In an effort to employ and contract out the best representation for the company, Zavodskoi will routinely memory wipe, retool, or outright scrap and sell their IPCs for workplace accidents, failure to execute an order, or underperformance. This process has been largely seen as a lighter version of the Burzian Method. This authority does not extend to Zavodskoi Interstellar corporate liaisons although they are encouraged to check in with their positronic contractor personnel from time to time. Therefore, Zavodskoi positronic contractors are often those struggling to maintain a positive evaluation or saved from the scrapyard all together.&lt;br /&gt;
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In an effort to bolster company morale, organic personnel are able to lease out Zavodskoi asset IPCs, should they so choose. This allows personnel to ‘own’ a positronic for the home without the burden of maintenance fees. For the IPCs affected, this can work to their benefit or their demise. As more lax personnel may feel less inclined to report aberrancy, whereas other synthetics would find themselves under greater scrutiny.&lt;br /&gt;
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Z.I. units are most commonly Shell frames and baseline units. Zeng-Hu Mobility and Bishop frames are uncommon, due to the rivalry between Zeng-Hu and Zavodskoi. Meanwhile, Hephaestus Industrial and Xion frames have some prominence within Ingkom and Kumar Arms, helping to engineer ships and weapons of war.&lt;br /&gt;
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&#039;&#039;&#039;It is expected for Zavodskoi Interstellar IPCs to adopt the prefix Z.I. followed by their designation. An example of this formatting is Z.I. Name.&#039;&#039;&#039;&lt;br /&gt;
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=== Vaurcae === &lt;br /&gt;
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In late 2463, the Zo’ra Hive announced publicly a partnership with Zavodskoi Interstellar after selling the rights to the production of the hydrogen rifle, a complex Zo’rane design that is cheap in ammunition. Shortly after, a meeting in New Sedantis was held with Zavodskoi executives and Hive officials to allow Vaurcae enter their workforce, akin to the synthetic introduction following the Necropolis rebranding. Besides Nanotrasen, Zavodskoi is the other megacorporation that is comfortable in employing Bound assets, particularly in engineering, though they have no issue with Unbound as they are considered similar to the Z.I. synthetics, despite their many differences. &lt;br /&gt;
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Prior to striking a deal with Zeng-Hu Pharmaceuticals, the C’thur Hive considered a deal with Necropolis Industries as an alternative. However, the proposition never followed through and the conversation between the two parties did not resurface until 2463. It is rumored that the Zo’ra deal with Zavodskoi was made only after C’thur began to sell their workforce mainly to Ingkom. Whatever the case may be, both Hives are now on equal terms with Zavodskoi Interstellar, who has no trouble dealing with them despite their differences.&lt;br /&gt;
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==Executives and Branches==&lt;br /&gt;
===Executives===&lt;br /&gt;
[[File:LyudmilaZavodskoi.png|thumb|Lyudmila Zavodskoi, CEO of Zavodskoi Interstellar.]]&lt;br /&gt;
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&#039;&#039;&#039;Chief Security Officer:&#039;&#039;&#039; Kamilla Strelitz, b. 2430&lt;br /&gt;
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A close advisor of Lyudmila Zavodskoi, Countess Dame-Companion Kamilla Strelitz was promoted to chief security officer after the takeover and rebranding of Necropolis Industries. A tough-as-nails former lieutenant in [[Dominian Imperial Military|His Majesty&#039;s Imperial Navy]], Kamilla goes against the grain of House Strelitz&#039;s conservative ideology by readily encouraging the company&#039;s influence in the [[Empire of Dominia]]. She has shown her aptitude for her position through the continued success of campaigns initiated by Zavodskoi Interstellar, all while commanding the company’s largest sector of personnel. She is known to brook little room for failure, and despite her affable, ever-polite demeanor, the punishments for evoking her wrath are the stuff of whispered legend among her direct subordinates. &lt;br /&gt;
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&#039;&#039;&#039;Chief Research Officer:&#039;&#039;&#039; Jaco Du Plessis, b. 2413&lt;br /&gt;
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The [[Europa|Europan]] Jaco Du Plessis was poached by Zavodskoi Interstellar from [[Zeng-Hu Pharmaceuticals]] shortly after the rebranding of Necropolis. A chemical biologist with a specialty in weapons and toxins, he is vocal regarding his stunted growth with his prior employer, claiming the echelons of Zeng-Hu are largely filled by nepotism and cronyism. Du Plessis regularly advocates for those with ambitions to instead fill the ranks of Zavodskoi Interstellar, promising fulfillment, advancement, and better pay. Because of this regular advertising and his willingness to do interviews, some consider him the “face” of the corporation; this perception is usually encouraged by his presence at conferences when new company projects are unveiled. Similarly to Kamilla Strelitz, he holds his personnel to a high standard, expecting them to either “be all in, or find employment elsewhere”. &lt;br /&gt;
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&#039;&#039;&#039;Chief Risk Officer:&#039;&#039;&#039; Tikhon Zavodskoi, b. 2398&lt;br /&gt;
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Lyudmila Zavodskoi&#039;s paternal cousin, Tikhon Zavodskoi is one of the few remnants of Kasimir Boytsov&#039;s reign and has managed to remain in his position as Chief Risk Officer for almost a decade. He was the one to originally recommend Lyudmila for a position at Necropolis. His background as an officer of SPOK, [[Pluto|Pluto&#039;s]] governing body, is thought to have shaped his sharp instincts and keen sense of planning, and prior to the company&#039;s rebranding is credited with having fended the wolves from Necropolis for years prior. Detractors consider his continued presence merely due to his familial relationship with Lyudmila Zavodskoi, which she has roundly dismissed as baseless rumours originating from lingering nostalgia. He lives on [[Moroz]] along with his immediate family and his cousin.&lt;br /&gt;
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===Branches===&lt;br /&gt;
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&#039;&#039;&#039;Nova Luxembourg, [[Moroz]], Mira Sancta:&#039;&#039;&#039; The Dominian branch can be found near the city centre, prominently overlooking the Court of Chalser. Residing in what was once a bank, the grandiose exterior encloses a large research building that is well known for its incredibly high security. It has since rapidly expanded following the move of Zavodskoi Interstellar&#039;s main headquarters and has tripled in size. The move brought with it several manufacturing plants, located across the Empire of Dominia - revitalizing the megacorporation&#039;s interest in the region. &lt;br /&gt;
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&#039;&#039;&#039;Tolyatti, Soviet Union, [[Earth]], [[Sol]]:&#039;&#039;&#039; The previous headquarters of Zavodskoi Interstellar can be found in Tolyatti. The skyscraper complex consisted of three Zavodskoi buildings, a Kumar Arms building, and a ConTec building. The complex was especially austere and compact, mostly as a result of socialist influences during its construction. Today, the Tolyatti Headquarters are abandoned, thanks to the collapse of the Solarian Alliance and Zavodskoi Interstellar&#039;s move to Mira Sancta. The Solarian Department of Defense has, according to rumors, floated the idea of repurposing the former headquarters as a command centre for the Solarian Army.&lt;br /&gt;
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&#039;&#039;&#039;Cape Town, Union of South Africa, Earth, Sol:&#039;&#039;&#039; The Cape Town branch sits on the edge of a small cliff, overlooking the ocean. Home to the headquarters of Ingkom, the Cape Town building is a sleek, modernist building with distinctive arched rooves. It is surrounded by several shuttle pads and hangars, some which provide direct transport to the Gagaringrad branch on Luna. The Cape Town branch continues to operate, despite Zavodskoi Interstellar&#039;s move to Mira Sancta, mostly due to the building being rented from the Solarian Alliance, instead of owned by the megacorporation. &lt;br /&gt;
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&#039;&#039;&#039;Gagaringrad, [[Luna]], Sol:&#039;&#039;&#039; Gagaringrad&#039;s Zavodskoi headquarters consist of a black obelisk of a building on the outskirts of the city&#039;s dome. It is set behind winding alleyways and few good parking spaces, and possesses many subterranean basement levels leftover from its time as a Necropolis building. Much of these levels are locked by clearance level, with speculation and conspiracy surrounding what may await inside them.&lt;br /&gt;
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&#039;&#039;&#039;Mendell City, [[Biesel]], [[Tau Ceti]]:&#039;&#039;&#039; The Mendell City branch situated within District 10 was renovated in 2462, shortly before the unveiling of the [[Stellar Corporate Conglomerate]]. It is constructed in the style of Soviet Classicism, said to be designed to Lyudmila Zavodskoi&#039;s personal tastes. With its Corinthian pillars, primarily stone and concrete materials, and tall, spindly central tower, the building is remarkably distinct from other buildings in Mendell&#039;s skyline.&lt;br /&gt;
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==Divisions==&lt;br /&gt;
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=== Security ===&lt;br /&gt;
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Zavodskoi&#039;s corporate security division is among the most expansive in the Spur, and despite being largely cribbed together from Necropolis&#039; old forces, has acquired a new reputation for professionalism and delivered results. Many of the new recruits originate from the [[Empire of Dominia]], whether they be Imperial frontiersmen looking to pay off their blood debt or young nobles looking for career experience before they take on the duties expected of their station. Being directly employed with Zavodskoi security involves escorting logistics vessels (usually hired by [[Orion Express]] or nation-states with fledgling militaries), stationing around research facilities, event security, and in some cases, Confiance employees acting as cybersecurity and forensics experts.&lt;br /&gt;
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In contrast, Zavodskoi&#039;s private &#039;&#039;military&#039;&#039; excursions have begun to be folded into Falerio Security Services, though it is largely Jadraners and Morozian secondaries recruited. Elsewhere, Zavodskoi private military operations had a significant presence on [[Mictlan]] during the Peacekeeper Mandate, supporting [[Tau Ceti Armed Forces]] as corporate auxiliaries.&lt;br /&gt;
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=== Industrial Science ===&lt;br /&gt;
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====Weapons Manufacturing====&lt;br /&gt;
Zavodskoi is the premier manufacturer of personal arms and vessel-class arms in the [[Orion Spur]], and is considered even more prolific in the field than Necropolis Industries was previously. Any entity, from nations to other megacorporations (even Zavodskoi&#039;s rival Zeng-Hu), will purchase weaponry from Kumar Arms. Kumar manufactures everything from pistols for the Solarian military to ship guns for their subsidiary, Ingkom, and their armaments are reputed as more reliable (though more expensive) than [[NanoTrasen]]. While [[Hephaestus Industries]] has attempted to compete with Zavodskoi in the ship weapons manufacturing department, their lack of establishment in the field means Zavodskoi continues to outstrip their sales.&lt;br /&gt;
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====Shipbuilding====&lt;br /&gt;
Competing with [[Einstein Engines]] and Hephaestus Industries in the field with considerable success, Zavodskoi&#039;s subsidiary Ingkom is a source for many weapons shipping and military vessels that primarily collaborate with the [[Solarian Armed Forces]] and the Imperial Navy. Despite being a more recent acquisition by the company, purchased after Lyudmila Zavodskoi&#039;s ascension to chief executive officer, Ingkom&#039;s absorption into the company means Zavodskoi has poached several skilled engineers from its competitors with offers of better pay and security.&lt;br /&gt;
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==== Robotics ====&lt;br /&gt;
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Zavodskoi purchases its positronics and Shell frames from [[Einstein Engines]], though one of its subsidiaries, Confiance Technologies, manufactures baseline positronic frames used for Z.I. units. Zavodskoi-manufactured Shell frames are also currently in development, though Jaco Du Plessis has admitted in interviews the look of the prototype frames is currently &amp;quot;uncanny&amp;quot; and &amp;quot;not ideal for marketing&amp;quot;. Otherwise, ConTech also manufactures prosthetics with a distinctive black and red plating, as well as &amp;quot;realistic&amp;quot; prosthetics for Imperial employees or those who cannot afford the expensive [[Zeng-Hu Pharmaceuticals|Zeng-Hu]] synthskin prosthetics. Usually these artificial limbs are simply flesh-toned metal (with over 500 skin tones available), or limbs covered in soft rubber with touch sensors underneath.&lt;br /&gt;
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Kumar Arms, on the other hand, is one of the leading producers in combat mechsuits and hardsuits. It supplies the Solarian, Dominian, and Biesellite militaries, and makes a tidy profit off private military contractors in the [[PMCG]] and beyond. Common features include personal shielding, hardpoint-mounted lasers and ballistic cannons, and reinforced plating.&lt;br /&gt;
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=== Genetics ===&lt;br /&gt;
Necropolis began branching into the field of biological experimentation in the 2200s, after the Interstellar War. Massively outstripped by [[Zeng-Hu Pharmaceuticals]] in age, expertise, and size, the biosciences division of the company was an awkward tacked-on branch that mainly fuelled bioweapon, toxin, and combat stimulant research, with a small contingent of genetic enhancement experiments being performed under top-secret regulation. When the company became Zavodskoi, the cloistered gene enhancement branch was opened mostly to House Volvalaad researchers from the [[Empire of Dominia]], assisting the House in their attempts to perfect their geneboosting technique. A small group of pre-Zavodskoi biologists also remain with the company, though their postings are seen as considerably less prestigious than the aforementioned bioweapons and gene enhancement researchers.&lt;br /&gt;
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==Subsidiaries==&lt;br /&gt;
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===Kumar Arms===&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;The best defense is a Kumar offense.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Freia Salsnivna, b. 2438&lt;br /&gt;
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Kumar Arms is considered the backbone of Zavodskoi Interstellar, founded in the Soviet Union by Ilya Kumarov, a former Sukhoi engineer, in 2114. They are one of the most prominent manufacturers of military and police equipment, and supplied much of the [[Solarian Armed Forces]] during the Interstellar War. After this burst of growth, however, a series of poor financial decisions led the company to be acquired by Necropolis Industries in 2295. The brand remained purchased, but Kumar Arms as a business gradually stagnated and became a shell company for Necropolis to use for shipping purposes. Once Necropolis became Zavodskoi Interstellar, however, Kumar Arms was revived and refurbished, diversifying into military vehicles and batteries for space vessels. It continues to supply not just the Solarian military, but that of the [[Empire of Dominia]] as well. Currently, it is headquartered in St. Petersburg on Earth, though there are whispers of plans to move the primary headquarters and manufacturing centre to Alterim Obirava.&lt;br /&gt;
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==== Major Products ====&lt;br /&gt;
* &#039;&#039;&#039;M8 Service Pistol:&#039;&#039;&#039; Potentially the most-produced handgun in the modern Spur, the M8 is the standard service pistol of the Solarian Armed Forces, most Solarian police forces, and most mercenary detachments based in the Alliance. The M8 is a versatile design with dozens of variations, ranging from the Konyanger K8 to an alleged suppressed and caseless variant used by the Solarian Interstellar Intelligence Bureau.&lt;br /&gt;
* &#039;&#039;&#039;M469 Assault Rifle:&#039;&#039;&#039; The iconic standard-issue rifle of the Solarian Armed Forces since the replacement of the earlier M376, the M469 is a durable and reliable weapon with countless variations. it is the most-produced assault rifle in the modern Orion Spur, and will likely remain that way for decades to come. Previously produced by Zavodskoi, the Alliance has since bought out the patent and licensed it to a variety of domestic producers such as the San Colette Interstellar Armaments Company, or CAISC.&lt;br /&gt;
* &#039;&#039;&#039;2557 super-heavy pistol:&#039;&#039;&#039; The Kumar Arms 2557 is a newly designed type of &amp;quot;super-heavy&amp;quot; pistol. It features a light-weight polymer pistol grip, a bulky plasteel frame and an extra long barrel. It is chambered in the newly developed .599 Kumar Super rifle cartridge. Despite designed for rifle use, the newly developed propellants allows this cartridge for use in the Kumar Arms 2557, upping the stopping power significantly. &lt;br /&gt;
* &#039;&#039;&#039;40mm rotary cannon &amp;quot;Francisca&amp;quot;:&#039;&#039;&#039; Developed in 2461, the Francisca or &amp;quot;Frankie&amp;quot; rotary cannon is a ship battery designed for small to medium-sized ships. It can be loaded with full metal jacket, fragmentation, and armour-piercing ammunition, and is deadly to unarmoured small-craft.&lt;br /&gt;
* &#039;&#039;&#039;90mm flak cannon &amp;quot;Grauwolf&amp;quot;:&#039;&#039;&#039; For medium to large-sized vessels, the Grauwolf is a flak cannon capable of battering even cruiser-class vessels with a wide spread of salvo. Some larger courier vessels have equipped a Grauwolf to batter flocks of space carp, small meteor belts, and dust storms that threaten the integrity of their cargo. The Grauwolf&#039;s design has been spoofed many times, and has a cousin in the Xion Industrial 90mm cannon called the &amp;quot;Alberich.&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;180mm rotary cannon &amp;quot;Boudica&amp;quot;:&#039;&#039;&#039; A medium-sized laser rotary cannon designed with similar function to the Francisca, notable for managing to do what the Francisca cannot and severely weaken the hull of unarmoured ships.&lt;br /&gt;
* &#039;&#039;&#039;ZA-98/5 200mm naval gun &amp;quot;Lammergeier&amp;quot;:&#039;&#039;&#039; A relatively old, and recently modernized, cannon designed for corvette-class vessels at the smallest, the Lammergeier is mounted on small Imperial Fleet vessels as a main battery and larger vessels as a secondary battery. Smaller than its 406mm cousin, the Longbow, and the Imperial Fleet&#039;s 608mm ZA-32/2, the Thunderer, the Lammergeier is a useful and adaptable weapon.&lt;br /&gt;
* &#039;&#039;&#039;406mm high-velocity cannon &amp;quot;Longbow&amp;quot;:&#039;&#039;&#039; An upgraded version of its &amp;quot;Ballista&amp;quot; predecessor, the Longbow is one of the largest cannons in Zavodskoi&#039;s arsenal, designed for frigate-class vessels and larger. With easier maintenance, a larger payload, and a more streamlined loading process, it has become the weapon of choice for several militaries across the Orion Spur.&lt;br /&gt;
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===Confiance Technologies===&lt;br /&gt;
&amp;lt;i&amp;gt;“Have confidence in Confiance.”&amp;lt;/i&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Ilya Moules-Polorov, b. 2422&lt;br /&gt;
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Founded in Harmony City, [[Luna]] in 2427, Confiance Technologies (or ConTec) remain a successful company focusing on AI and synthetic component manufacturing. Acquired by Zavodskoi shortly after the company&#039;s renaming, ConTec was divided into two branches; a military wing and a commercial wing. The military wing produces a great amount of the Sol Alliance Navy&#039;s on-board AIs and combat-grade robotics, and does not operate outside of Solarian space due to the sensitive data they handle. ConTec&#039;s commercial wing produces non-military equipment, including laptops, watches, and PDAs, and operates across the Spur.&lt;br /&gt;
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==== Major Brands ====&lt;br /&gt;
* &#039;&#039;&#039;Centurion Prosthetics and Augmentations:&#039;&#039;&#039; Zavodskoi&#039;s iconic prosthetics line, usually offered to Zavodskoi employees at a discount in lieu of purchasing prosthetics from NanoTrasen, Zeng-Hu, or Hephaestus. The most recognizable look of Centurion prosthetics are their smooth, matte grey and red limb prosthetics, though the company also sells &amp;quot;realistic&amp;quot; prosthetics to Imperial Zavodskoi employees who prefer to keep the nature of their disabilities less obvious. Centurion synthskin, in reality, is simply soft rubber; it is not as reputable as the realistic prosthetics produced by Jeonshi Biotechnics, though it can be mistaken for a real limb from a distance.&lt;br /&gt;
* &#039;&#039;&#039;Midnight Business Technology:&#039;&#039;&#039; Produced by the commercial wing of ConTec, the Midnight line of watches advertises itself as stylish yet cheap and functional workwear, mostly for Secondaries and Ma&#039;zals in the [[Empire of Dominia]].&lt;br /&gt;
* &#039;&#039;&#039;Legate Laptops:&#039;&#039;&#039; A series of laptops produced by commercial ConTec, known for being very heavy and very robust both on the software and hardware end. Prior to 2462, Legate was the official producer of laptops for the [[Solarian Armed Forces]].&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ingkom===&lt;br /&gt;
&amp;lt;i&amp;gt;&amp;quot;Pride and prosperity to all.&amp;quot;&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Hanru De Beers, b. 2403&lt;br /&gt;
&lt;br /&gt;
Ingkom, or Bedryfsingenieurswese Kommissie, is a primarily engineering-focused subsidiary of Zavodskoi Interstellar, founded in South Africa, Earth in 2099. It has a long intertwined history with South Africa and its aggressive expansion into Sub-Saharan Africa. Initially, a state-owned enterprise tasked with rebuilding the destroyed infrastructure of Botswana, Zimbabwe, Lesotho and Eswatini after several successful military campaigns had rendered them territories. Early successes experienced by Ingkom resulted in its quick rise to importance within the South African economy, mostly due to reconstructions that allowed resource extraction operations to resume. The majority of the developed regions of these newly acquired territories were a direct result of Ingkom, and after sanctions had been lifted, allowed them to prosper and expand into the international market - mostly through Zavodskoi’s acquisition of the corporation as a subsidiary in 2463.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== Major Products ====&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Uriel&#039;&#039;-class Destroyer:&#039;&#039;&#039; &#039;&#039;Uriel&#039;&#039;-class destroyers are corporate ships usually used for the transport of fighting forces, weapons, or other Zavodskoi products that require rapid deployment. During the Peacekeeper Mandate on [[Mictlan]], several Uriel-classes made rapid stops between [[Tau Ceti]] and Mictlan to deploy [[Tau Ceti Armed Forces]] and corporate auxiliary personnel to the planet. It comes fitted with a warp drive, almost never hosting a bluespace drive due to the expense involved, and as such Ingkom employs the finest pilots for these vessels. Losses of these vessels are considered quite serious and potentially crippling to Zavodskoi&#039;s supply line. Despite being classed as a destroyer, an &#039;&#039;Uriel&#039;&#039;-class is more akin to a frigate in its displacement.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Jinxiang&#039;&#039;-class Destroyer:&#039;&#039;&#039; Produced in collaboration with the Zhurong Imperial Naval Arsenal, the &#039;&#039;Jinxiang&#039;&#039;-class are a major component of the Imperial Fleet&#039;s screening forces. Featuring a surprisingly comfortable (if not quite spacious) area for living quarters, a compact life support system, and room for several point-defense gunneries, it continues to be a relevant design. Like most Imperial Fleet vessels, it is heavier and slower than comparative vessels of the same class -- an issue when dealing with more agile targets.&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Mumbai&#039;&#039;-class Fast Battleship:&#039;&#039;&#039; Originally pioneered by Necropolis and built for the [[Solarian Armed Forces]], the &#039;&#039;Mumbai&#039;&#039;-class was envisioned as a patrol leader that would be able to respond to all incursions with relatively swift speed for a flagship. While it did not have the armor or weaponry of a conventional battleship, it was a potent threat to any non-capital craft. Deemed a failure due to an ineffective cost-to-kill ratio against smaller, more agile pirate fleets, most &#039;&#039;Mumbai&#039;&#039;-class vessels were assigned to forces in the Middle and Outer Ring. Many of these, such as the SAFV &#039;&#039;Toronto&#039;&#039; and the SAFV &#039;&#039;Chicago&#039;&#039;, were appropriated by the rogue fleets of the Solarian Navy during the Collapse of 2463. Of note, the &#039;&#039;Toronto&#039;&#039; has been seized from the League of Independent Corporate-Free Systems mostly-intact after the siege of [[San Colette]] in 2465, and was refitted and rechristened as the SAFV &#039;&#039;Iqaluit&#039;&#039; by Ingkom and the Solarian Navy -- a rare example of a member of the class still in active service.&lt;br /&gt;
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&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;
&lt;br /&gt;
=== Falerio Security Services ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Executive Officer:&#039;&#039;&#039; Filomena di Falerio, b. 2398&lt;br /&gt;
&lt;br /&gt;
Falerio Security Services was founded by [[Novi Jadran|Novi Jadranic]] Duchess Filomena di Falerio to continue the work of the Eridanian PMCs she had once hired to secure her holdings, using the (comparatively cheaper) local populace. Since its dealings with and acquisition by Zavodskoi Interstellar, it has grown into a capable contractor that works in the interests of both Duchess di Falerio and the corporation. Falerio Security Services finds itself made up almost exclusively of Ma’zals (non-[[Moroz|Morozian]] citizens of the Empire), most of which have prior service in the [[Dominian Imperial Military|Imperial Army]]. Their primary duties, outside of security of Falerio family assets, involve protection of Zavodskoi assets, though efforts are being made to branch out in service of the Great Houses (particularly Caladius) and outside of the Empire. As Falerio grows through word of mouth, many Army officers and old-blood nobility of the Houses Strelitz and Zhao are concerned that di Falerio&#039;s interests may jeopardise the military loyalty of Jadranics. PMCs employed by Falerio can be recognized by their distinctive uniforms and headgear bearing &amp;quot;IK&amp;quot; -- the initials for &amp;quot;Emperor Keeser&amp;quot; in Jadranic Common.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==== History ====&lt;br /&gt;
Perhaps due to the prior presence of Xanu Defense Services and Jackal Incorporated, PMCs originating in the nations of their political rivals, the Empire has always been reluctant to branch into the [[Private Military Contracting Group]]. Duchess Filomena held no such reservations; when large copper and gold veins were discovered by villages in her holdings, she hired Ringspire and Eagle Corp to secure her holdings and push out the villagers who had lived a relatively unmolested life far away from her manse. When the dust had settled, Filomena quickly realised that Ringspire in particular was becoming very expensive and too aggressive for her tastes; evidence had come to light that the contractors may have been stealing ore for their own profit, and the casualties they left in their wake was becoming too much for even the Department of Colonial Affairs to ignore.&lt;br /&gt;
&lt;br /&gt;
Filomena decided to take a cue from the Eridanian Golden Fist and create her own private contracting group. Falerio Security Services targeted Ma&#039;zals both young and old, those who had yet to pay off their Mo&#039;ri&#039;zal (&amp;quot;blood debt&amp;quot;, the Empire&#039;s form of taxation) and who could be relied upon for loyalty to a cause. This caught the attention of Kamilla Strelitz, who offered to acquire the company in exchange for profit and reach that Duchess Filomena might not have had otherwise. Falerio Security Services was purchased by and became an official subsidiary of Zavodskoi, being able to take full advantage of its weaponry and resources that the Imperial Army often did not receive in full. That a relatively minor noble was able to secure such a key position in Dominia&#039;s closest megacorporation, as well as drawing away what were seen as once-loyal potential recruits to the Army, is a source of discontent among officers of the military and Novi Jadran&#039;s Imperial Mandate alike.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Relations ==&lt;br /&gt;
=== [[Stellar Corporate Conglomerate]] ===&lt;br /&gt;
The newly founded Conglomerate’s ties with Zavodskoi are blatant, with a newly founded Corporate Force Projection Fleet bearing weapons, munitions and equipment of Zavodskoi make across the board. From high-end starship pieces to antique small arms, Zavodskoi provides it all, making them a key player in the Conglomerate’s private military forces. This newfound niche has led to a resurgence of its presence galaxy-wide, and cooperation with the other megacorporations has proven very profitable.&lt;br /&gt;
&lt;br /&gt;
===[[Einstein Engines]]===&lt;br /&gt;
Einstein Engines and Zavodskoi have a fairly neutral relationship - though the two do compete in the robotics sector, Zavodskoi has purchased many Einstein-made warp drives for its vessels over the years, and the two have both had generous supply contracts with the Solarian military in the past. In the modern day, Zavodskoi has lost a great deal of these contracts, while Einstein continues to hold many highly valuable government and military contracts - a factor which contributed to Zavodskoi&#039;s withdrawal of much of its Solarian business. In spite of this, it continues to purchase warp drives and positronic brains from Einstein frequently, due to the rising cost of phoron fuel and the easy availability of helium-3 from Zavodskoi&#039;s new home in the Empire of Dominia.&lt;br /&gt;
&lt;br /&gt;
===[[Hephaestus Industries]]===&lt;br /&gt;
Hephaestus and Zavodskoi are long-enduring rivals, with the two megacorporations competing extensively in industry, manufacturing, robotics and engineering fields for decades. Mutual sabotage and espionage are common between Hephaestus and Zavodskoi, with both corporations having extensively bankrolled privateers, saboteurs and other plausibly deniable agents to sabotage their rivals. As Zavodskoi has expanded into the Empire of Dominia and Hephaestus into the Izweski Hegemony, the Sparring Sea and Badlands have become two of the largest modern battlegrounds for the megacorporations, with corporate-funded pirates commonly targeting one another&#039;s vessels. Beyond the use of privateers, Zavodskoi has often been accused of funding radical anti-Hephaestus groups within the Izweski Hegemony, most notably the Champions of Moghes - a terrorist organization which has remained suspiciously well-equipped and well-informed of Hephaestus operations. Hephaestus, meanwhile, has often been suspected of bankrolling various Dominian rebel groups in recent years, in the hopes of weakening Zavodskoi&#039;s large investment in the Empire&#039;s development. Shared membership in the Stellar Corporate Conglomerate has done nothing to quell the two giants&#039; bitter feud, with only the shared threat of the phoron crisis forcing them into cooperation.&lt;br /&gt;
&lt;br /&gt;
===[[Idris Incorporated]]===&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;
===[[NanoTrasen]]===&lt;br /&gt;
Zavodskoi and NanoTrasen maintain a decent relationship, with little open conflict between the two corporations. Since the beginning of the phoron scarcity, however, Zavodskoi has taken full advantage of NanoTrasen&#039;s waning power in the Republic of Biesel, expanding its arms industry into the Republic. Since the formation of the Tau Ceti Armed Forces and the negotiation of several new supply contracts with Biesel&#039;s government, Zavodskoi has managed to take a great deal of business from NanoTrasen - seizing NT&#039;s position as the Republic&#039;s main weapons supplier. Though NanoTrasen still holds onto their original contract for the Tau Ceti Foreign Legion, the Minutemen and Republican Fleet are both almost entirely outfitted with Zavodskoi-made weapons, armor, and voidsuits. NanoTrasen has attempted to counteract this influence through the recent appointment of Nathan Trasen as Secretary of Defense - but even with a Trasen in such a prestigious position, Zavodskoi has still managed to secure a solid grasp on the Republic&#039;s military industry. NanoTrasen has increased funding to Nexus Corporate Security several times in an effort to use their newly-formed PMC to undermine Zavodskoi&#039;s security business in the Corporate Reconstruction Zone, with some measure of success.&lt;br /&gt;
&lt;br /&gt;
===[[Orion Express]]===&lt;br /&gt;
Zavodskoi contributed large portions of its logistics division to Orion Express, and has maintained a decent relationship with the logistics corporation. Though their Solarian business has been scaled back substantially, Zavodskoi still relies on Orion vessels for transport of its goods in the Alliance, and Orion has been known to favor Zavodskoi security when outside force is required for particularly troublesome work. Orion&#039;s ties to Hephaestus are the largest source of tension between the two corporations, and Zavodskoi is rumored to have attempted to seed several of its own agents within Orion-Hephaestus joint operations in order to gather intelligence on their rival.&lt;br /&gt;
&lt;br /&gt;
===[[Zeng-Hu Pharmaceuticals]]===&lt;br /&gt;
When Zavodskoi Interstellar was still known as Necropolis Industries, it was Zeng-Hu&#039;s major rival in the genetics sector, leading to fierce competition between the two corporations. Rumors of sabotage and corporate espionage were commonplace, and the theft of company secrets was commonplace on both sides. Following the rebrand to Zavodskoi Interstellar, however, the corporation has significantly cut back on its genetics division, leaving Zeng-Hu as a mostly unchallenged monopoly in the field. With the two megacorporations no longer in direct competition, the relationship between them has warmed significantly, with Zavodskoi choosing instead to redouble its efforts against its main rival, Hephaestus Industries. Though the two do still compete in the robotics sector, so far this has been far less of a source of tension between them.&lt;br /&gt;
&lt;br /&gt;
== Other Relations ==&lt;br /&gt;
&lt;br /&gt;
=== [[IPC|Synthetics]] ===&lt;br /&gt;
While Necropolis Industries has always had synthetics, the rebranding to Zavodskoi Interstellar brought with it the very marketable Z.I. line, and saw the increase in production and distribution of synthetic workers. Zavodskoi employs their Z.I.s as precise, dextrous labour in machining, manufacturing and blanket industrial work. Many stubborn advocates of hand-crafting and several subsidiaries oriented around quality have made large steps towards vilifying these robotic mechanics, claiming that the “organic touch” is the key to quality. Some Zavodskoi employees have expressed similar sentiment, seeing the proliferation of synthetics as threatening their position and livelihood; official statements from Jaco Du Plessis have countered with Zavodskoi employees only needing to worry for their position if they do work of subpar quality.&lt;br /&gt;
&lt;br /&gt;
Meanwhile, the company has refused all suggestions from the Empire of Dominia to cut down on its synthetic workforce, only refraining from its usage to comply with laws in the Empire itself. To Imperial citizens going abroad, Zavodskoi offers in-depth synthetic sensitivity courses, designed to acclimate Tribunalists to working with IPCs.&lt;br /&gt;
&lt;br /&gt;
=== [[Empire of Dominia]] ===&lt;br /&gt;
&lt;br /&gt;
While Necropolis Industries made limited attempts to branch further into Imperial territories, the ascension of Countess Kamilla Strelitz to Chief Security Officer has brought with it a new entanglement with the fledgling Empire. Dominia&#039;s own state corporations and Great Houses have all, in some way, made deals with Zavodskoi, and Ingkom&#039;s collaborations with Zhurong Naval Armaments have brought a massive increase in productivity to the Imperial war machine. The company plays a strong role in acclimating Imperial citizens to non-Imperial culture and sending them abroad, serving as Dominia&#039;s strongest connection to the rest of the [[Orion Spur]]. Meanwhile, Lyudmila Zavodskoi and her family remain close with the Royal Family, and she enjoys a seemingly close relationship with Crown Princess Priscilla.&lt;br /&gt;
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=== [[Sol Alliance]] ===&lt;br /&gt;
&lt;br /&gt;
Prior to the Solarian Corporate Authority&#039;s establishment and the mass nationalisation of corporate assets, Necropolis Industries was one of the primary weapon suppliers to the [[Solarian Armed Forces]]. While this briefly continued after Zavodskoi&#039;s rise, the expulsion of [[NanoTrasen]] and other megacorporations losing much of their stake in the Alliance led to several struggles between state and corporation. The Armed Forces managed to buy out several equipment patents originally jointly owned by them and Zavodskoi, including the original &amp;quot;Gargoyle&amp;quot; voidsuit design. Since then, Zavodskoi remains a large employer within the Alliance, but is vastly outstripped by [[Einstein Engines]] and [[Zeng-Hu Pharmaceuticals]].&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
[[Category: Corporations]][[Category:Pages]]&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Voidtamer_Confluence&amp;diff=34782</id>
		<title>The Voidtamer Confluence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Voidtamer_Confluence&amp;diff=34782"/>
		<updated>2024-11-17T11:15:46Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Celestial Creed of the Explorers */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= The Voidtamer Confluence =&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Before the Voidtamers, there were only Voidic [[Dionae]] at differing stages of primitive development. Much of this early history remains lost, forgotten, or distorted to the Voidtamers: voidic signals and rootsong transmissions grow distorted and out of their time, due to astrological anomalies and even the mere travel time of said signals. Linear time, as most advanced civilizations in the spur understand it, was utterly foreign to these Voidic beings. What was real to them, was the electromagnetic hum of the universe. From the radiance given off by stars, to the dull hums of planets and other celestial bodies, and even the dim murmurings of their own species; sometimes even emissions from other intelligent life. They could feel the universe. These Voidic [[Dionae]] listened for a perceivably endless amount of time, witnessing the birth and death of celestial phenomena, nameless civilisations forming and collapsing, pondering their role in the universe, and attempting to piece it all together. Innovation was slow, as the vast distance and time between each gestalt stifled productivity. Over time, however, the Voidic learned to collaborate stronger, by slowly travelling to a designated point and joining into cetus. From the Cetus, came unity, and from unity, innovation. Voidships began to trickle through the stars, and through this, the Voidic began to develop even faster.&lt;br /&gt;
&lt;br /&gt;
The Voidic began to contextualize their existence. To them, they were conscious aspects of the universe. Ones who could perceive, and deliberate their actions with intent. As for the rest of the universe, it was believed to be an animation of the subconscious recesses of its mind. Vast, yet predictable. Capable of some kind of intelligence, yet prone to mechanical cycles of entropy and rebirth. Directionless. This perceived lack of deliberate intent in the universe was a source of dread for many of the Voidic: if they were the conscious aspect of a whole, and yet only a small fraction of its being, was the universe, the entity they believed they were a part of, truly itself? This became a point of significant debate among the Voidic, with one faction wishing to join together, and bring the unconscious to consciousness, while the other wishing to wait and see, as it was “too early to tell.” In 2378 CE, those who wished to make the universe whole entered the Rueltab System. They would never leave. This became the first year in the Voidic continuity, as the Last Vociferation radiated out from the system, humbling those who could listen: they were not the only agents of consciousness in the universe; there was so much they did not yet understand.&lt;br /&gt;
&lt;br /&gt;
The [[Rueltab|Rueltab Tragedy]] made the previous mode of existence or philosophical perspective of Voidic [[Dionae]] obsolete. Consequently, Voidic [[Dionae]] began to splinter and fragment from their proto-cultural roots into differing tribes, each pursuing a different approach to existence. Although these tribes were often disparate, their motives remained the same: to acquire a deeper understanding of the universe and to uncover the primordial truths that govern it. The collective aggregation of these primordial truths would become the foundation for The Eternal. Since the creation of the Eternal, Voidtamers have moved on to become the most prominent culture of [[Dionae]] in space, stretching from the [[Coalition of Colonies]]’ interior to the badlands, and even further on to the frontiers of human and skrell space. &lt;br /&gt;
&lt;br /&gt;
The loss of the Rueltab Titan was felt throughout the entire fabric of the Voidic continuity. They had always pondered existential questions, but never existential threats. The Voidic Rootsong made everything connected, but there was no direction. Ripples upon a volume of liquid medium, cast upon so vigorously, there is no order and only chaotic shapes upon the volume. There was a need for leadership; there was a need for unity. A search for the eldest, and wisest among the Voidic began, through the rootsong network. From signal to signal, gestalt to gestalt. Akin to a great sorting algorithm, the Voidic soon found the gestalts they were looking for, and brought them before themselves. For a great time, this confluence of elder minds debated and pondered together. When they adjourned, they no longer answered to their old names or acknowledged their old lives. Now, they were the Chorus of Minds; and from their contemplation, they discerned it would be necessary for them to unify the tribes, create a system of tribute to raise a standing army, and to document, chronologise, and record all knowledge into a grand repository. &lt;br /&gt;
&lt;br /&gt;
The Voidic needed security from the other Temporals, as did they needed to collect and aggregate the findings of other clusters, both technologically, spiritually, and metaphysically, into primordial truths. The pursuit, aggregation, and scholarly pondering of these primordial truths would lead to the birth of the Eternal, at least the Voidtamers’ understanding of the entity. And as so it was, the newly ruled Voidtamers carried on. The tribes grew, shared, and prospered; the Eternal as a concept would take form, and disseminate itself across the Orion Spur.&lt;br /&gt;
&lt;br /&gt;
==Culture ==&lt;br /&gt;
===The Eternal===&lt;br /&gt;
In the Voidtamer Confluence, worship of [[the Eternal]] is decentralised and tribal, with each forming their unique relationship with the Eternal based on their environment and philosophy. Unlike the structured Orthodox, Iron, or Ichor Eternal, the Voidtamers view the Eternal as a primordial force woven into the universe. Each Tributary Cluster interprets its connection with the Eternal differently, but all share a drive to gather knowledge and contribute to the great cosmic cycle. Worship is woven into daily life, with no temples or clergy, and often takes the form of communal songs, meditations, and practical rituals. Rootsong serves as a medium of worship, linking the Voidtamers with the cosmic hum of the greater Spur. Offerings to the Eternal may involve harvested minerals or fragments of biomass, symbolising personal sacrifice to the greater whole. The Voidtamers have no formal schools of thought like other Eternal factions, but their beliefs are shaped by their circumstances. For example, the Celestial Reclaimers see [[the Eternal]] as linked to cosmic rebirth through salvaging old technologies, while the Lemurian Voidtamers worship the Eternal as an unknowable force in dark, starless regions. The Umbral Choir of the Harvesters believe the Eternal is driven by the hunger for consumption and regeneration, embracing the cycle of creation and destruction.&lt;br /&gt;
&lt;br /&gt;
=== Obedience ===   &lt;br /&gt;
Obedience is fundamental to the Voidtamer Confluence, deeply embedded in their tribal-like culture and crucial to their survival and way of life. The Chorus of Minds, acting as the collective “chiefs” of the Confluence, is seen as the ultimate authority—ancient and wise, with the deepest connection to the forces that shape their existence. In the eyes of the Voidtamers, these Chrous have spent lifetimes interpreting the will of the universe and navigating the complex web of energies that govern it. Therefore, their guidance is considered infallible, and disobedience is viewed not just as a rejection of authority but as a betrayal of the very fabric of their existence. &lt;br /&gt;
&lt;br /&gt;
The Confluence operates like a tightly-knit tribe, where unity and cohesion are essential for survival in the vast and unpredictable void. The Chorus of Minds are responsible for ensuring that each Tributary Cluster remains aligned with the greater goals of the Confluence. Obedience to their directives is a cultural necessity, for the Voidtamers believe that only the Chorus can interpret the subtle messages and shifts in the universe through the Rootsong. Their decisions are seen as not just practical but spiritually attuned, meaning that to disobey is to disrupt the balance and sever oneself from the collective knowledge and protection of the Confluence.&lt;br /&gt;
&lt;br /&gt;
Individual actions affect the collective. Disobedience, therefore, is a crime against the tribe as a whole. If one Cluster strays from the path set by the Chorus, it risks not only its own destruction but the harmony of the entire Confluence. The Voidtamers see their survival as a collective endeavour, and unity through obedience is the foundation that allows them to thrive in the harsh, starless expanses they often inhabit. The Voidtamers believe they are extensions of the universe, and their actions contribute to the grand cosmic cycle. The Chorus of Minds are thought to understand the intricate patterns and rhythms of existence far better than any individual Cluster. &lt;br /&gt;
&lt;br /&gt;
Disobeying the Chorus is viewed as more than just rebellion; it is seen as a rupture in the Voidtamer&#039;s connection to the universe, and the Eternal. Such acts are taboo and even dangerous, as they risk breaking the synchrony that allows the Confluence to operate efficiently and in harmony. Those who defy the Chorus often face severe repercussions, including ostracism or even “forgetting”—a symbolic form of termination.  Obedience, therefore, is seen as the lifeblood of the Confluence. The Chorus of Minds represents the guiding consciousness of the Voidtamers, their wisdom earned through millennia of existence and deep resonance with the universe. To follow the Chorus is to ensure the survival and success of the Confluence as a whole, as well as to honour the cosmic harmony that defines their belief system. Disobedience, on the other hand, threatens not only individual survival but the stability and unity of the entire Confluence. It is an unforgivable act in the minds of the Voidtamers, a crime against both their society and the universe itself.&lt;br /&gt;
 &lt;br /&gt;
== Leadership == &lt;br /&gt;
 &lt;br /&gt;
The Voidtamer Confluence, otherwise known as the Confluence, is the overarching name of the void tamers within the Orion Spur – however, due to their roots as being Voidic Dionae, they seek to maintain somewhat ancient traditions and motifs which leads the group to be somewhat misunderstood and incomprehensible to most, except other Dionae. At the heart of the Confluence is the Chorus of Minds, a gathering of elder Gestalts that represent the most ancient and knowledgeable collectives of Dionae. It functions as the central decision-making body, where every voice from the collective is merged into a singular guiding entity – known as the Collective Voice of the Begotten Ways – or just the Collective Voice. The Collective Voice delegates its authority to the Tributary Clusters, which are clusters that operate like hives in different parts of the Orion Spur – these clusters are semi-autonomous and self-sustaining, adapting to their environments and governing themselves under the Collective Voice. Tributary Clusters have their own specific role within the greater Confluence and are expected to fiercely obey or face the consequences of their disobedience. Tributary Clusters are periodically demanded by the Chorus to provide resources, and failure can incur their ire. &lt;br /&gt;
&lt;br /&gt;
=== Chorus of Minds ===&lt;br /&gt;
The Chorus of Minds is an amalgamation of the eldest Dionae within the Confluence – there is thought to be between three to five Argus-form Gestalts – some believe they merged, creating the Chorus of Minds, but very little is actually known about the Chorus of Minds besides that they utilize the Voidic Rootsong Network to relay their orders. They expect obedience, and the Tributary Clusters are rewarded for their loyalty – with other Tributary Clusters that have been destroyed or terminated being lost to the annuls of history, emphasising that disobedience is no trivial matter. The only element known about the Chorus of Minds is the Collective Voice of the Begotten Ways – the resonance in which they deliver their decisions and orders through the Voidic Rootsong Network. It encompasses large areas of the eastern Orion Spur – only somewhat dulling out when reaching the Eastern Corporate Reconstruction Zone’s borders, leading some Dionae not within the Confluence to complain about sudden changes in the Voidic Network and perpetual murmurs.&lt;br /&gt;
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=== Disciplines ===&lt;br /&gt;
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Across tribes and age cohorts, Voidic Dionae have culturally developed a system of caste specialization called Disciplines.  Disciplines themselves are a difficult concept to explain to non-Dionae, as they encompass so many things. For starters, they are effectively how The Collective Mind organizes and manages itself. These disciplines are expressed and utilized uniformly across all tribes under the confluence. There is also manifestation of emergent sub-personalities or archetypes within the gestalts of a given discipline, meaning that gestalts of a given discipline often share the same temperament. The system of disciplines is not a status caste system, meaning that one does not inherently have more or worse say depending on their discipline. Rather, age, accomplishment, and experience remain the biggest indicator of status.&lt;br /&gt;
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==== Exodesists ====&lt;br /&gt;
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Voidtamers of exceptional age can become quite attuned to their environment, to such a degree that they are able to navigate vast distances only by their ability to sense all wavelengths on the electromagnetic spectrum. These Exodesists are extremely valuable, as they act as natural relay stations that can locate asteroids, packs of xenofauna, planets, stars, and even ships. The quality of such reception varies depending on the size, experience, and time spent in an area for an Exodesist. Exodesists tend to take themselves and their work very seriously: their ability to chart space has made the voidtamers very successful at prospecting, whether for something as mundane as carp shoals, or illusive as phoron lodes. They have a tendency to ramble and go off on tangents, as a consequence of being themselves relays for rootsong transmissions. They are not specifically as interested in alien cultures as some of the other disciplines are, but as creatures of habit, they prefer keeping up with the news and developments of other species.  Exodesists often struggle when it comes to having a sense of urgency, whether due to the time-consuming nature of stellar charting, or their tendency to ramble. This is to such a degree that other Voidtamers must prompt Exodesists when they are stuck in details or their tangents. For spacers in the ]]Coalition of Colonies\\, Exodesists are felt as an estimable asset as navigators-for-hire; walking among the crew, or bracing against the hull. They are renowned as being some of the most reliable telecommunications equipment, and EVA specialists, in the Spur.&lt;br /&gt;
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==== Numeromancers ====&lt;br /&gt;
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Numeromancers are the mathematicians and living computational systems of the voidtamers. Their archetypal role in voidtamer society is to support other disciplines and to collect and catalog as much data as possible to fuel their own predictive models of the universe. Similar to Hieroaetherian computational methods, Numeromancers use their own biology and cognition like a modular, organic central processing unit. Sharing data or expanding computational power is only a matter of merging with other gestalts. In addition to computational tasks, they also manage and categorize vast swathes of data collected from Voidtamer society and beyond; indeed, this hoarding of data and affinity with numbers have made them logisticians of Voidtamer society, and they are always involved whenever business is conducted with non-Dionae. Numeromancers themselves tend to be quite methodical and pedantic when it comes to details and procedures. They also tend to be hoarders of knowledge and information. They typically do not interact with other species often, and when they do, it’s usually with their systems rather than the people. They are seen as aloof or asocial towards other species as a result.&lt;br /&gt;
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==== Ichortorii ====&lt;br /&gt;
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Ichirtorii forms the backbone of Voidtamer society, as it is they who specialize the most in the hunting and taming of space fauna. Whether it be shoals of space carp, solitary eels, or even great space whales, the Ichortorii are able to tame them all, thanks to the siphoning of their ichor, and their consequent adaptations. Since the issuance of the Last Vociferation, some Ichortorii have even turned their interest to the other sapient races, in an effort to get to understand them more. For some, this is out of genuine curiosity; for others, it is out of weariness and a desire to understand an unknown. The Ichortorii sample ichor more than any other discipline among the Confluence. As a result, they are much more spirited, or quicker to motivate into action than those of other disciplines.  Additionally, the Ichortorii communicate or integrate with other species the best out of any discipline, and many often seek out the other sapient races for the sole purpose of getting to understand them better, so that they may bring the information back to the confluence. For these reasons, the Ichortorii are by far the most commonly encountered discipline by other species, where their propensity for communication and interest in the host culture is appreciated. Additionally, they make excellent prospectors and EVA specialists, as most are practiced space-survivalists as a way of life.&lt;br /&gt;
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==== Biomancers ====&lt;br /&gt;
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Biomancy is broadly put the art of manipulating biomass. This can range from assembling new tools or pieces of biomass technology, to developing new abilities or techniques for individual gestalts to manipulate their biomass. Biomancers effectively manage the industry or production of necessary goods in the confluence, including inorganic materials. Additionally, they will pass on any new biomass abilities or techniques to other gestalts on a need-to-have basis.&lt;br /&gt;
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Biomancers themselves tend to share a lot of similarities with Ichortorii, as they often use Ichor to expand their craft. Biomancers are indeed interested in other species, but often this is primarily for their biology or evolutionary adaptations. They tend to have ravenous appetites, as they are constantly pushing their metabolism to fulfil their discipline. Uniquely, biomancers have a suppressed pain-empathy receptor when it comes to consuming flesh; Most enclaves keep variable shoals of space fauna just to feed and fuel the activities of their Biomancers. Employment abroad is often rare for Biomancers, as they usually have duties to their communities that incentivize their retention. Not unlike the Ichortorii, a few make excursions into non-Dionae areas of influence.&lt;br /&gt;
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==== Extirpraetors ====&lt;br /&gt;
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Voidtamers do not believe sapient or sacred things truly die in the universe. Rather, their energy or life force is merely transferred to a different aspect of creation, and the matter left behind will inevitably be recycled into another useful form over time. Extirpation, as a concept in voidtamer culture, is the act of completely removing or purging an entity or thing from this cycle of energy exchange. True Death, the ultimate form of judgment in voidtamer society. Such a weight that Extirpation carries, that it has become a discipline in and of itself. The methods, determination of, and execution of Extirpation is conducted by the Extirpraetors. They answer only to the Chorus of Minds In its stead, they act as judges and enforcers of the Confluence’s domain. In practice, this is rarely required, as voidtamers strongly prefer collaboration over other options: For a [[Dionae]] to perform harm unto another is a grave offence to the Collective, and in such offences, Extirpation is always at least considered. With the issuance of The Last Voiciferation, however, The Collective Will has expanded the responsibilities of the extirpraetors to include defense against threats external to the Confluence; a charge made all the more necessary as ships and settlements have begun to suffer from piracy.&lt;br /&gt;
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==== Cosmothautamaturgy and the Astrosages ====&lt;br /&gt;
&lt;br /&gt;
The fewest in number, Cosmothautamaturgy is a discipline almost exclusive to the eldest cohort of gestalts. It deals with the nature of the fabric of reality itself, metaphysics, the properties of space, bluespace, and other unexplained phenomena. Practitioners of Cosmothautamaturgy are colloquially known as Astrosages. Of all the disciplines, Astrosages are by far the most secluded and detached from the ephemeral. Their language is disjointed and archaic, their overall temperament Voidic in nature. Astrosages rarely venture far from their enclaves, and express mere token interest in other sapients. The Last Vociferation remains a prominent point of discussion for these intellectuals, and one never presents their findings before the Confluence until they are absolutely sure.&lt;br /&gt;
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==Tributary Clusters==&lt;br /&gt;
===Celestial Creed of the Explorers===&lt;br /&gt;
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&#039;&#039;“The void calls to us, and we answer. Through the endless dark, we navigate the unknown, and from it, we harvest the secrets of existence.”&#039;&#039;&lt;br /&gt;
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The Celestial Creed of the Explorers, or the Lemurian Voidtamers, is a tributary cluster within the Confluence, operating deep within the enigmatic expanse of the Lemurian Sea—a lightless and treacherous region of space dominated by blackholes, strange creatures, and anomalous phenomena. This cluster stands apart from others for its deep connection to the mysterious and the unknown, specialising in the capture, study, and manipulation of anomalous lifeforms and cosmic events. The Celestial Creed is a collective of self-educated xenobiologists, explorers, and hunters, seeking out the strange and the impossible. Their ships are essentially roaming laboratories and containment cells, dedicated to capturing anomalous creatures and harvesting the latent powers they possess. These creatures and phenomena are not only sources of knowledge but also essential to the cluster’s survival. The Creed works closely with the [[Zeng-Hu Pharmaceuticals]]’ Assunzione branch, selling bio-anomalous creatures and insights in exchange for resources needed to continue their operations.&lt;br /&gt;
&lt;br /&gt;
Their most prized quarry is the Phoron Trident Worm, a creature capable of short-range bluespace travel. By mimicking the abilities of these worms, the Lemurian Voidtamers have developed a form of driveless bluespace travel, though it is rudimentary and increasingly strained due to the scarcity of phoron—a vital resource to power their adaptations. As a result, their operations are at risk of collapse, and their dependence on black holes for survival grows with each passing year. The Celestial Creed’s fleet navigates the Lemurian Sea using a unique method of bluespace travel that relies on Hawking Radiation from blackholes. Operating in a region devoid of stars, they charge their vessels using this radiation, allowing them to leap from one black hole to the next. Their vessels lack traditional bluespace drives, making them dependent on phoron and the peculiarities of blackhole environments. Their method of travel, however, comes at a cost. With phoron becoming scarce, the Creed has turned to minor piracy, shaking down other vessels in the Lemurian Sea and Light&#039;s Edge to acquire the phoron they desperately need. This practice has made them a contentious presence, especially with the Coalition of Colonies and other Assunzione-based explorers. Despite this, the Creed’s unique role in sourcing bio-anomalous creatures has led to some leniency from Zeng-Hu, ensuring that their less savoury actions are overlooked due to their contributions to xenobiology.&lt;br /&gt;
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The Lemurian Voidtamers are blind to light, having long since adapted to the darkness of the Lemurian Sea. Instead of eyes, they rely on a unique adaption of echolocation through their Rootsong, a complex system of vocalised vibrations that bounce off their surroundings, allowing them to &amp;quot;see&amp;quot; the world in sound. This form of perception, which they call the Sight of Sound, is deeply ingrained in their culture. To them, light is unnecessary and even rejected as a core part of existence – despite it being one of the dominant forms of Dionae sustenance. They are often a danger to other species, due to their radioactivity, but those that do leave the Tributary Cluster often understand the necessity to tolerate the light, and ensure their sustenance does not have a negative effect on others surrounding them. The Voidtamers hold a unique philosophy regarding anti-light. They revere black holes, viewing them as the true embodiment of cosmic power. In their belief system, stars are seen as wasteful emitters of energy, while black holes represent the ultimate efficiency—a place where energy is conserved, recycled, and harnessed. They claim that energy is far more present outside of the visible spectrum, a viewpoint that aligns with their reliance on Hawking Radiation. This anti-light stance has put them at odds with other [[Dionae]] that view light as being religiously important.&lt;br /&gt;
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The leader of the Tributary Cluster, known as &#039;&#039;&#039;The Seer Beyond Time&#039;&#039;&#039;, is a revered yet mysterious figure. Many in the Creed believe the Seer gained foresight after encountering a temporal anomaly in the Lemurian Sea, allowing them to see into the future. However, some question whether these visions are the result of the anomaly or simply hallucinations caused by the Seer’s advanced age and prolonged exposure to radiation. The Seer&#039;s cryptic predictions are often vague, leading to debate within the Creed. Sometimes their advice proves insightful, steering the fleet in the right direction; at other times, it leads to misguided outcomes. Despite these inconsistencies, the Seer remains a powerful symbol, and their cluster continues to revere their leader’s guidance. Whether a prophet or a deteriorating mind, the Seer&#039;s presence maintains unity within the Creed, blurring the line between myth and reality.&lt;br /&gt;
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=== Starbound Congregation of the Reclaimers ===&lt;br /&gt;
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&#039;&#039;“In the shadows of forgotten stars, we piece together the cosmos. The past is a fragmented tapestry, and we are the weavers.”&#039;&#039;&lt;br /&gt;
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The Starbound Congregation of the Reclaimers, or the Weeping Voidtamers, is a Tributary Cluster within the Confluence, a network of [[Dionae]] dedicated to the reclamation and repurposing of debris and ancient oddities. They tend to practice more voidic tendencies, which results in them being among the rarely seen clusters within the Confluence. The Reclaimers view themselves as the cosmic archaeologists of the void, delving into the remnants of derelict space stations and ruins within the Weeping Stars. Their mission is not merely to recover lost technology but to unravel and reintegrate the bizarre and often horrifying remnants of the Interstellar War. Their salvage operations are akin to necromancy; they extract and reanimate technology in ways that are unsettling to others. Their vessels are a nightmarish amalgamation of salvage and bio-tech. They resemble twisted, living structures, covered in pulsating organic membranes and studded with machinery. These vessels are not only functional but are also part of their reclamation efforts, incorporating recovered technology directly into their hulls. The vessels themselves are living entities, constantly shifting and evolving to accommodate new discoveries.&lt;br /&gt;
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Their technology is often incomprehensible to outsiders. Recovered machinery is reanimated and merged with living biomass, resulting in hybrid systems that defy standard engineering principles – even among other [[Dionae]]. For instance, they might integrate a propulsion system with a degree of sentience, creating a drive that seems to possess a form of awareness. The culture of cluster revolves around the concept of cosmic rebirth. They believe that the universe is a constantly dying and rebirthing entity, with each reclamation effort representing a form of resurrection. To them, forgotten technology and relics are not merely artefacts but the preserved souls of the cosmos, awaiting their chance to live again through the Reclaimers&#039; efforts. The Reclaimers have an enigmatic view of salvage rights, which has put them at odds with the Coalition Rangers. They see themselves as custodians, with an almost predatory approach to reclamation. Their belief is that nothing is truly lost if they can recover it. This aggressive stance leads to frequent conflicts with the Rangers, who find the Reclaimers&#039; methods disturbing and invasive.&lt;br /&gt;
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&#039;&#039;&#039;Architect of the Ancient Discoveries&#039;&#039;&#039; is the machine-like leader of the Starbound Congregation of the Reclaimers. They are an Argus-form Gestalt that is a fusion of technology and biology, appearing as a vast, sentient construct with pulsating biotechnological nodes and interlocking metal plates. They lead the Tributary Cluster, seeking treasures and forgotten ruins. Their form is adorned with trophies—integrated pieces of technology and artefacts that enhance their capabilities. Communicating through resonant frequencies and visual displays, they blend salvaged relics with their own being, continuously adapting and evolving. They have been known to authorise attacks on independent vessels, not bearing any allegiance to anyone, so as to ensure they do not cost the other tributary fleets their reputation – at least, more than they currently do. These vessels very quickly become integrated into the nightmarish fleet that is the Starbound Congregation. &lt;br /&gt;
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=== Umbral Choir of the Harvesters ===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;“Predator or prey. Useless terms. One must consume, and consume they must.”&#039;&#039; &lt;br /&gt;
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The Umbral Choir of the Harvesters. or the Arusha Voidtamers, is a tributary cluster within the Voidtamer Confluence, dwelling in the frontier of Arusha. Reclusive hunters, and cultivators of space xenobiology, each is bound to the rhythms of an incomprehensible cycle of predation and harvest. They do not kill for pleasure or profit but for the sustenance of their esoteric philosophy: life exists only to be consumed, and the boundaries between predator and prey are illusions crafted to avoid the truth of the Eternal’s hunger. The Choir operates in silent, ever-moving caravans of vessels, largely organic, and grown as opposed to built. The creatures they rear are neither tamed nor enslaved but harmonised within the resonance of the Tributary Cluster’s will. &lt;br /&gt;
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At the heart of the Choir lies an untranslatable belief system, whispered through Rootsong in a cacophony of dissonance and harmony. They do not believe in individuality; rather, they claim each voice in their Choir is merely an echo of their hunger. To the Harvesters, life is a fleeting symphony that must be devoured to preserve the resonance of all things, and they are the chosen harvesters, set to shepherd existence toward inevitable consumption.&lt;br /&gt;
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Their leader, the Conductor of the Reaping, is a paradoxical figure—embodying the chorus itself rather than a single being. To see the Conductor is to see nothing at all, for their presence is only known through the movements of the Choir itself, an unseen force guiding the myriad minds toward an unknown end. The Conductor does not speak but moves through the minds of the Harvesters, pulling strings of thought like a puppeteer of minds. Under the Conductor’s guidance, the Umbral Choir of the Harvesters tends to their sacred task of harvesting and hunting within Arusha. They cultivate life in places where none should exist, nurturing species on the edge of extinction, only to cull them at the precise moment dictated by the Conductor’s unseen hand. The products of these creatures—their flesh, their bones, their very essences—are harvested not for simple trade but for ritual offerings to Eternal and for the sustenance of the Tributary Cluster’s own existence – though in some instances, they do trade their products where they are unable to support themselves. &lt;br /&gt;
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The Choir is known for its complete disconnection from conventional morality. They do not see cruelty or mercy in their work. Instead, they are guided by the ancient whispers of &#039;&#039;&#039;The Conductor&#039;&#039;&#039;, which demands both preservation and destruction in equal measure. Those who resist their duty, those who would seek to disobey the Conductor’s silent commands, are said to be absorbed into the Choir, their voices lost among the cacophony, until only the Cluster remains. For the Umbral Choir, there is no end, only an eternal return to the hunger that binds all things together. Each Tributary Cluster may come and go, but the Choir remains constant, its voices ever fading and echoing into the vast, starless void. [[Dionae]] that leave the Choir typically feel empty – hollowed, even. They are neither lost nor without life, but merely eke an existence until they rejoin them – whenever that may be.&lt;br /&gt;
 &lt;br /&gt;
== Relations ==&lt;br /&gt;
===Interaction with the Narrows===&lt;br /&gt;
 &lt;br /&gt;
The Voidtamer Confluence, but moreso the Collective Voice of the Begotten Ways, sometimes reach [[the Narrows]], broadcasting a calling that drifts through the [[Dionae]] aboard the vessel – they are not easily deciphered by those not exposed to the Chorus of the Minds, but those on the Narrows have claimed these whispers emerge as haunting, fragmented songs – a ghostly Rootsong echoing across the vastness of space. Some [[Dionae]] aboard the Narrows have interpreted these signals as a call to something deeper, an invitation to embrace a more unrestrained, cosmic purpose. This has led to growing tensions within the Narrows. There are those who see the Confluence as kindred spirits, entities who have mastered the art of autonomy within the void and have shed their shackles. However, others see the Voidtamer influence as a dangerous, corrupting force. Many view the Confluence’s transmissions as an existential threat to the order and productivity of the vessel. In response, efforts are underway to block the Confluence’s signals, employing jamming technologies and isolating the Dionae suspected of being more vulnerable to the whispers. These efforts have had mixed success, as the signals often manifest in ways that transcend simple radio frequencies, bleeding through psychic resonance or manifesting in the subconscious Rootsong of the vessel’s population. They sometimes trade with the Confluence, where necessary, at the very least.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=The_Voidtamer_Confluence&amp;diff=34781</id>
		<title>The Voidtamer Confluence</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=The_Voidtamer_Confluence&amp;diff=34781"/>
		<updated>2024-11-17T11:14:16Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: Created page with &amp;quot;{{Navbox Lore}} {{Navbox_Dionae_Lore}} {{toc_right}}  = The Voidtamer Confluence =  == History ==  Before the Voidtamers, there were only Voidic Dionae at differing stages of primitive development. Much of this early history remains lost, forgotten, or distorted to the Voidtamers: voidic signals and rootsong transmissions grow distorted and out of their time, due to astrological anomalies and even the mere travel time of said signals. Linear time, as most advanced ci...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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= The Voidtamer Confluence =&lt;br /&gt;
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== History ==&lt;br /&gt;
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Before the Voidtamers, there were only Voidic [[Dionae]] at differing stages of primitive development. Much of this early history remains lost, forgotten, or distorted to the Voidtamers: voidic signals and rootsong transmissions grow distorted and out of their time, due to astrological anomalies and even the mere travel time of said signals. Linear time, as most advanced civilizations in the spur understand it, was utterly foreign to these Voidic beings. What was real to them, was the electromagnetic hum of the universe. From the radiance given off by stars, to the dull hums of planets and other celestial bodies, and even the dim murmurings of their own species; sometimes even emissions from other intelligent life. They could feel the universe. These Voidic [[Dionae]] listened for a perceivably endless amount of time, witnessing the birth and death of celestial phenomena, nameless civilisations forming and collapsing, pondering their role in the universe, and attempting to piece it all together. Innovation was slow, as the vast distance and time between each gestalt stifled productivity. Over time, however, the Voidic learned to collaborate stronger, by slowly travelling to a designated point and joining into cetus. From the Cetus, came unity, and from unity, innovation. Voidships began to trickle through the stars, and through this, the Voidic began to develop even faster.&lt;br /&gt;
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The Voidic began to contextualize their existence. To them, they were conscious aspects of the universe. Ones who could perceive, and deliberate their actions with intent. As for the rest of the universe, it was believed to be an animation of the subconscious recesses of its mind. Vast, yet predictable. Capable of some kind of intelligence, yet prone to mechanical cycles of entropy and rebirth. Directionless. This perceived lack of deliberate intent in the universe was a source of dread for many of the Voidic: if they were the conscious aspect of a whole, and yet only a small fraction of its being, was the universe, the entity they believed they were a part of, truly itself? This became a point of significant debate among the Voidic, with one faction wishing to join together, and bring the unconscious to consciousness, while the other wishing to wait and see, as it was “too early to tell.” In 2378 CE, those who wished to make the universe whole entered the Rueltab System. They would never leave. This became the first year in the Voidic continuity, as the Last Vociferation radiated out from the system, humbling those who could listen: they were not the only agents of consciousness in the universe; there was so much they did not yet understand.&lt;br /&gt;
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The [[Rueltab|Rueltab Tragedy]] made the previous mode of existence or philosophical perspective of Voidic [[Dionae]] obsolete. Consequently, Voidic [[Dionae]] began to splinter and fragment from their proto-cultural roots into differing tribes, each pursuing a different approach to existence. Although these tribes were often disparate, their motives remained the same: to acquire a deeper understanding of the universe and to uncover the primordial truths that govern it. The collective aggregation of these primordial truths would become the foundation for The Eternal. Since the creation of the Eternal, Voidtamers have moved on to become the most prominent culture of [[Dionae]] in space, stretching from the [[Coalition of Colonies]]’ interior to the badlands, and even further on to the frontiers of human and skrell space. &lt;br /&gt;
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The loss of the Rueltab Titan was felt throughout the entire fabric of the Voidic continuity. They had always pondered existential questions, but never existential threats. The Voidic Rootsong made everything connected, but there was no direction. Ripples upon a volume of liquid medium, cast upon so vigorously, there is no order and only chaotic shapes upon the volume. There was a need for leadership; there was a need for unity. A search for the eldest, and wisest among the Voidic began, through the rootsong network. From signal to signal, gestalt to gestalt. Akin to a great sorting algorithm, the Voidic soon found the gestalts they were looking for, and brought them before themselves. For a great time, this confluence of elder minds debated and pondered together. When they adjourned, they no longer answered to their old names or acknowledged their old lives. Now, they were the Chorus of Minds; and from their contemplation, they discerned it would be necessary for them to unify the tribes, create a system of tribute to raise a standing army, and to document, chronologise, and record all knowledge into a grand repository. &lt;br /&gt;
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The Voidic needed security from the other Temporals, as did they needed to collect and aggregate the findings of other clusters, both technologically, spiritually, and metaphysically, into primordial truths. The pursuit, aggregation, and scholarly pondering of these primordial truths would lead to the birth of the Eternal, at least the Voidtamers’ understanding of the entity. And as so it was, the newly ruled Voidtamers carried on. The tribes grew, shared, and prospered; the Eternal as a concept would take form, and disseminate itself across the Orion Spur.&lt;br /&gt;
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==Culture ==&lt;br /&gt;
===The Eternal===&lt;br /&gt;
In the Voidtamer Confluence, worship of [[the Eternal]] is decentralised and tribal, with each forming their unique relationship with the Eternal based on their environment and philosophy. Unlike the structured Orthodox, Iron, or Ichor Eternal, the Voidtamers view the Eternal as a primordial force woven into the universe. Each Tributary Cluster interprets its connection with the Eternal differently, but all share a drive to gather knowledge and contribute to the great cosmic cycle. Worship is woven into daily life, with no temples or clergy, and often takes the form of communal songs, meditations, and practical rituals. Rootsong serves as a medium of worship, linking the Voidtamers with the cosmic hum of the greater Spur. Offerings to the Eternal may involve harvested minerals or fragments of biomass, symbolising personal sacrifice to the greater whole. The Voidtamers have no formal schools of thought like other Eternal factions, but their beliefs are shaped by their circumstances. For example, the Celestial Reclaimers see [[the Eternal]] as linked to cosmic rebirth through salvaging old technologies, while the Lemurian Voidtamers worship the Eternal as an unknowable force in dark, starless regions. The Umbral Choir of the Harvesters believe the Eternal is driven by the hunger for consumption and regeneration, embracing the cycle of creation and destruction.&lt;br /&gt;
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=== Obedience ===   &lt;br /&gt;
Obedience is fundamental to the Voidtamer Confluence, deeply embedded in their tribal-like culture and crucial to their survival and way of life. The Chorus of Minds, acting as the collective “chiefs” of the Confluence, is seen as the ultimate authority—ancient and wise, with the deepest connection to the forces that shape their existence. In the eyes of the Voidtamers, these Chrous have spent lifetimes interpreting the will of the universe and navigating the complex web of energies that govern it. Therefore, their guidance is considered infallible, and disobedience is viewed not just as a rejection of authority but as a betrayal of the very fabric of their existence. &lt;br /&gt;
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The Confluence operates like a tightly-knit tribe, where unity and cohesion are essential for survival in the vast and unpredictable void. The Chorus of Minds are responsible for ensuring that each Tributary Cluster remains aligned with the greater goals of the Confluence. Obedience to their directives is a cultural necessity, for the Voidtamers believe that only the Chorus can interpret the subtle messages and shifts in the universe through the Rootsong. Their decisions are seen as not just practical but spiritually attuned, meaning that to disobey is to disrupt the balance and sever oneself from the collective knowledge and protection of the Confluence.&lt;br /&gt;
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Individual actions affect the collective. Disobedience, therefore, is a crime against the tribe as a whole. If one Cluster strays from the path set by the Chorus, it risks not only its own destruction but the harmony of the entire Confluence. The Voidtamers see their survival as a collective endeavour, and unity through obedience is the foundation that allows them to thrive in the harsh, starless expanses they often inhabit. The Voidtamers believe they are extensions of the universe, and their actions contribute to the grand cosmic cycle. The Chorus of Minds are thought to understand the intricate patterns and rhythms of existence far better than any individual Cluster. &lt;br /&gt;
&lt;br /&gt;
Disobeying the Chorus is viewed as more than just rebellion; it is seen as a rupture in the Voidtamer&#039;s connection to the universe, and the Eternal. Such acts are taboo and even dangerous, as they risk breaking the synchrony that allows the Confluence to operate efficiently and in harmony. Those who defy the Chorus often face severe repercussions, including ostracism or even “forgetting”—a symbolic form of termination.  Obedience, therefore, is seen as the lifeblood of the Confluence. The Chorus of Minds represents the guiding consciousness of the Voidtamers, their wisdom earned through millennia of existence and deep resonance with the universe. To follow the Chorus is to ensure the survival and success of the Confluence as a whole, as well as to honour the cosmic harmony that defines their belief system. Disobedience, on the other hand, threatens not only individual survival but the stability and unity of the entire Confluence. It is an unforgivable act in the minds of the Voidtamers, a crime against both their society and the universe itself.&lt;br /&gt;
 &lt;br /&gt;
== Leadership == &lt;br /&gt;
 &lt;br /&gt;
The Voidtamer Confluence, otherwise known as the Confluence, is the overarching name of the void tamers within the Orion Spur – however, due to their roots as being Voidic Dionae, they seek to maintain somewhat ancient traditions and motifs which leads the group to be somewhat misunderstood and incomprehensible to most, except other Dionae. At the heart of the Confluence is the Chorus of Minds, a gathering of elder Gestalts that represent the most ancient and knowledgeable collectives of Dionae. It functions as the central decision-making body, where every voice from the collective is merged into a singular guiding entity – known as the Collective Voice of the Begotten Ways – or just the Collective Voice. The Collective Voice delegates its authority to the Tributary Clusters, which are clusters that operate like hives in different parts of the Orion Spur – these clusters are semi-autonomous and self-sustaining, adapting to their environments and governing themselves under the Collective Voice. Tributary Clusters have their own specific role within the greater Confluence and are expected to fiercely obey or face the consequences of their disobedience. Tributary Clusters are periodically demanded by the Chorus to provide resources, and failure can incur their ire. &lt;br /&gt;
&lt;br /&gt;
=== Chorus of Minds ===&lt;br /&gt;
The Chorus of Minds is an amalgamation of the eldest Dionae within the Confluence – there is thought to be between three to five Argus-form Gestalts – some believe they merged, creating the Chorus of Minds, but very little is actually known about the Chorus of Minds besides that they utilize the Voidic Rootsong Network to relay their orders. They expect obedience, and the Tributary Clusters are rewarded for their loyalty – with other Tributary Clusters that have been destroyed or terminated being lost to the annuls of history, emphasising that disobedience is no trivial matter. The only element known about the Chorus of Minds is the Collective Voice of the Begotten Ways – the resonance in which they deliver their decisions and orders through the Voidic Rootsong Network. It encompasses large areas of the eastern Orion Spur – only somewhat dulling out when reaching the Eastern Corporate Reconstruction Zone’s borders, leading some Dionae not within the Confluence to complain about sudden changes in the Voidic Network and perpetual murmurs.&lt;br /&gt;
&lt;br /&gt;
=== Disciplines ===&lt;br /&gt;
&lt;br /&gt;
Across tribes and age cohorts, Voidic Dionae have culturally developed a system of caste specialization called Disciplines.  Disciplines themselves are a difficult concept to explain to non-Dionae, as they encompass so many things. For starters, they are effectively how The Collective Mind organizes and manages itself. These disciplines are expressed and utilized uniformly across all tribes under the confluence. There is also manifestation of emergent sub-personalities or archetypes within the gestalts of a given discipline, meaning that gestalts of a given discipline often share the same temperament. The system of disciplines is not a status caste system, meaning that one does not inherently have more or worse say depending on their discipline. Rather, age, accomplishment, and experience remain the biggest indicator of status.&lt;br /&gt;
&lt;br /&gt;
==== Exodesists ====&lt;br /&gt;
&lt;br /&gt;
Voidtamers of exceptional age can become quite attuned to their environment, to such a degree that they are able to navigate vast distances only by their ability to sense all wavelengths on the electromagnetic spectrum. These Exodesists are extremely valuable, as they act as natural relay stations that can locate asteroids, packs of xenofauna, planets, stars, and even ships. The quality of such reception varies depending on the size, experience, and time spent in an area for an Exodesist. Exodesists tend to take themselves and their work very seriously: their ability to chart space has made the voidtamers very successful at prospecting, whether for something as mundane as carp shoals, or illusive as phoron lodes. They have a tendency to ramble and go off on tangents, as a consequence of being themselves relays for rootsong transmissions. They are not specifically as interested in alien cultures as some of the other disciplines are, but as creatures of habit, they prefer keeping up with the news and developments of other species.  Exodesists often struggle when it comes to having a sense of urgency, whether due to the time-consuming nature of stellar charting, or their tendency to ramble. This is to such a degree that other Voidtamers must prompt Exodesists when they are stuck in details or their tangents. For spacers in the ]]Coalition of Colonies\\, Exodesists are felt as an estimable asset as navigators-for-hire; walking among the crew, or bracing against the hull. They are renowned as being some of the most reliable telecommunications equipment, and EVA specialists, in the Spur.&lt;br /&gt;
&lt;br /&gt;
==== Numeromancers ====&lt;br /&gt;
&lt;br /&gt;
Numeromancers are the mathematicians and living computational systems of the voidtamers. Their archetypal role in voidtamer society is to support other disciplines and to collect and catalog as much data as possible to fuel their own predictive models of the universe. Similar to Hieroaetherian computational methods, Numeromancers use their own biology and cognition like a modular, organic central processing unit. Sharing data or expanding computational power is only a matter of merging with other gestalts. In addition to computational tasks, they also manage and categorize vast swathes of data collected from Voidtamer society and beyond; indeed, this hoarding of data and affinity with numbers have made them logisticians of Voidtamer society, and they are always involved whenever business is conducted with non-Dionae. Numeromancers themselves tend to be quite methodical and pedantic when it comes to details and procedures. They also tend to be hoarders of knowledge and information. They typically do not interact with other species often, and when they do, it’s usually with their systems rather than the people. They are seen as aloof or asocial towards other species as a result.&lt;br /&gt;
&lt;br /&gt;
==== Ichortorii ====&lt;br /&gt;
&lt;br /&gt;
Ichirtorii forms the backbone of Voidtamer society, as it is they who specialize the most in the hunting and taming of space fauna. Whether it be shoals of space carp, solitary eels, or even great space whales, the Ichortorii are able to tame them all, thanks to the siphoning of their ichor, and their consequent adaptations. Since the issuance of the Last Vociferation, some Ichortorii have even turned their interest to the other sapient races, in an effort to get to understand them more. For some, this is out of genuine curiosity; for others, it is out of weariness and a desire to understand an unknown. The Ichortorii sample ichor more than any other discipline among the Confluence. As a result, they are much more spirited, or quicker to motivate into action than those of other disciplines.  Additionally, the Ichortorii communicate or integrate with other species the best out of any discipline, and many often seek out the other sapient races for the sole purpose of getting to understand them better, so that they may bring the information back to the confluence. For these reasons, the Ichortorii are by far the most commonly encountered discipline by other species, where their propensity for communication and interest in the host culture is appreciated. Additionally, they make excellent prospectors and EVA specialists, as most are practiced space-survivalists as a way of life.&lt;br /&gt;
&lt;br /&gt;
==== Biomancers ====&lt;br /&gt;
&lt;br /&gt;
Biomancy is broadly put the art of manipulating biomass. This can range from assembling new tools or pieces of biomass technology, to developing new abilities or techniques for individual gestalts to manipulate their biomass. Biomancers effectively manage the industry or production of necessary goods in the confluence, including inorganic materials. Additionally, they will pass on any new biomass abilities or techniques to other gestalts on a need-to-have basis.&lt;br /&gt;
&lt;br /&gt;
Biomancers themselves tend to share a lot of similarities with Ichortorii, as they often use Ichor to expand their craft. Biomancers are indeed interested in other species, but often this is primarily for their biology or evolutionary adaptations. They tend to have ravenous appetites, as they are constantly pushing their metabolism to fulfil their discipline. Uniquely, biomancers have a suppressed pain-empathy receptor when it comes to consuming flesh; Most enclaves keep variable shoals of space fauna just to feed and fuel the activities of their Biomancers. Employment abroad is often rare for Biomancers, as they usually have duties to their communities that incentivize their retention. Not unlike the Ichortorii, a few make excursions into non-Dionae areas of influence.&lt;br /&gt;
&lt;br /&gt;
==== Extirpraetors ====&lt;br /&gt;
&lt;br /&gt;
Voidtamers do not believe sapient or sacred things truly die in the universe. Rather, their energy or life force is merely transferred to a different aspect of creation, and the matter left behind will inevitably be recycled into another useful form over time. Extirpation, as a concept in voidtamer culture, is the act of completely removing or purging an entity or thing from this cycle of energy exchange. True Death, the ultimate form of judgment in voidtamer society. Such a weight that Extirpation carries, that it has become a discipline in and of itself. The methods, determination of, and execution of Extirpation is conducted by the Extirpraetors. They answer only to the Chorus of Minds In its stead, they act as judges and enforcers of the Confluence’s domain. In practice, this is rarely required, as voidtamers strongly prefer collaboration over other options: For a [[Dionae]] to perform harm unto another is a grave offence to the Collective, and in such offences, Extirpation is always at least considered. With the issuance of The Last Voiciferation, however, The Collective Will has expanded the responsibilities of the extirpraetors to include defense against threats external to the Confluence; a charge made all the more necessary as ships and settlements have begun to suffer from piracy.&lt;br /&gt;
&lt;br /&gt;
==== Cosmothautamaturgy and the Astrosages ====&lt;br /&gt;
&lt;br /&gt;
The fewest in number, Cosmothautamaturgy is a discipline almost exclusive to the eldest cohort of gestalts. It deals with the nature of the fabric of reality itself, metaphysics, the properties of space, bluespace, and other unexplained phenomena. Practitioners of Cosmothautamaturgy are colloquially known as Astrosages. Of all the disciplines, Astrosages are by far the most secluded and detached from the ephemeral. Their language is disjointed and archaic, their overall temperament Voidic in nature. Astrosages rarely venture far from their enclaves, and express mere token interest in other sapients. The Last Vociferation remains a prominent point of discussion for these intellectuals, and one never presents their findings before the Confluence until they are absolutely sure.&lt;br /&gt;
&lt;br /&gt;
==Tributary Clusters==&lt;br /&gt;
===Celestial Creed of the Explorers===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The void calls to us, and we answer. Through the endless dark, we navigate the unknown, and from it, we harvest the secrets of existence.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Celestial Creed of the Explorers, or the Lemurian Voidtamers, is a tributary cluster within the Confluence, operating deep within the enigmatic expanse of the Lemurian Sea—a lightless and treacherous region of space dominated by blackholes, strange creatures, and anomalous phenomena. This cluster stands apart from others for its deep connection to the mysterious and the unknown, specialising in the capture, study, and manipulation of anomalous lifeforms and cosmic events. The Celestial Creed is a collective of self-educated xenobiologists, explorers, and hunters, seeking out the strange and the impossible. Their ships are essentially roaming laboratories and containment cells, dedicated to capturing anomalous creatures and harvesting the latent powers they possess. These creatures and phenomena are not only sources of knowledge but also essential to the cluster’s survival. The Creed works closely with the [[Zeng-Hu Pharmaceutical]]’s Assunzione branch, selling bio-anomalous creatures and insights in exchange for resources needed to continue their operations.&lt;br /&gt;
&lt;br /&gt;
Their most prized quarry is the Phoron Trident Worm, a creature capable of short-range bluespace travel. By mimicking the abilities of these worms, the Lemurian Voidtamers have developed a form of driveless bluespace travel, though it is rudimentary and increasingly strained due to the scarcity of phoron—a vital resource to power their adaptations. As a result, their operations are at risk of collapse, and their dependence on black holes for survival grows with each passing year. The Celestial Creed’s fleet navigates the Lemurian Sea using a unique method of bluespace travel that relies on Hawking Radiation from blackholes. Operating in a region devoid of stars, they charge their vessels using this radiation, allowing them to leap from one black hole to the next. Their vessels lack traditional bluespace drives, making them dependent on phoron and the peculiarities of blackhole environments. Their method of travel, however, comes at a cost. With phoron becoming scarce, the Creed has turned to minor piracy, shaking down other vessels in the Lemurian Sea and Light&#039;s Edge to acquire the phoron they desperately need. This practice has made them a contentious presence, especially with the Coalition of Colonies and other Assunzione-based explorers. Despite this, the Creed’s unique role in sourcing bio-anomalous creatures has led to some leniency from Zeng-Hu, ensuring that their less savoury actions are overlooked due to their contributions to xenobiology.&lt;br /&gt;
&lt;br /&gt;
The Lemurian Voidtamers are blind to light, having long since adapted to the darkness of the Lemurian Sea. Instead of eyes, they rely on a unique adaption of echolocation through their Rootsong, a complex system of vocalised vibrations that bounce off their surroundings, allowing them to &amp;quot;see&amp;quot; the world in sound. This form of perception, which they call the Sight of Sound, is deeply ingrained in their culture. To them, light is unnecessary and even rejected as a core part of existence – despite it being one of the dominant forms of Dionae sustenance. They are often a danger to other species, due to their radioactivity, but those that do leave the Tributary Cluster often understand the necessity to tolerate the light, and ensure their sustenance does not have a negative effect on others surrounding them. The Voidtamers hold a unique philosophy regarding anti-light. They revere black holes, viewing them as the true embodiment of cosmic power. In their belief system, stars are seen as wasteful emitters of energy, while black holes represent the ultimate efficiency—a place where energy is conserved, recycled, and harnessed. They claim that energy is far more present outside of the visible spectrum, a viewpoint that aligns with their reliance on Hawking Radiation. This anti-light stance has put them at odds with other [[Dionae]] that view light as being religiously important.&lt;br /&gt;
&lt;br /&gt;
The leader of the Tributary Cluster, known as &#039;&#039;&#039;The Seer Beyond Time&#039;&#039;&#039;, is a revered yet mysterious figure. Many in the Creed believe the Seer gained foresight after encountering a temporal anomaly in the Lemurian Sea, allowing them to see into the future. However, some question whether these visions are the result of the anomaly or simply hallucinations caused by the Seer’s advanced age and prolonged exposure to radiation. The Seer&#039;s cryptic predictions are often vague, leading to debate within the Creed. Sometimes their advice proves insightful, steering the fleet in the right direction; at other times, it leads to misguided outcomes. Despite these inconsistencies, the Seer remains a powerful symbol, and their cluster continues to revere their leader’s guidance. Whether a prophet or a deteriorating mind, the Seer&#039;s presence maintains unity within the Creed, blurring the line between myth and reality.&lt;br /&gt;
&lt;br /&gt;
=== Starbound Congregation of the Reclaimers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“In the shadows of forgotten stars, we piece together the cosmos. The past is a fragmented tapestry, and we are the weavers.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Starbound Congregation of the Reclaimers, or the Weeping Voidtamers, is a Tributary Cluster within the Confluence, a network of [[Dionae]] dedicated to the reclamation and repurposing of debris and ancient oddities. They tend to practice more voidic tendencies, which results in them being among the rarely seen clusters within the Confluence. The Reclaimers view themselves as the cosmic archaeologists of the void, delving into the remnants of derelict space stations and ruins within the Weeping Stars. Their mission is not merely to recover lost technology but to unravel and reintegrate the bizarre and often horrifying remnants of the Interstellar War. Their salvage operations are akin to necromancy; they extract and reanimate technology in ways that are unsettling to others. Their vessels are a nightmarish amalgamation of salvage and bio-tech. They resemble twisted, living structures, covered in pulsating organic membranes and studded with machinery. These vessels are not only functional but are also part of their reclamation efforts, incorporating recovered technology directly into their hulls. The vessels themselves are living entities, constantly shifting and evolving to accommodate new discoveries.&lt;br /&gt;
&lt;br /&gt;
Their technology is often incomprehensible to outsiders. Recovered machinery is reanimated and merged with living biomass, resulting in hybrid systems that defy standard engineering principles – even among other [[Dionae]]. For instance, they might integrate a propulsion system with a degree of sentience, creating a drive that seems to possess a form of awareness. The culture of cluster revolves around the concept of cosmic rebirth. They believe that the universe is a constantly dying and rebirthing entity, with each reclamation effort representing a form of resurrection. To them, forgotten technology and relics are not merely artefacts but the preserved souls of the cosmos, awaiting their chance to live again through the Reclaimers&#039; efforts. The Reclaimers have an enigmatic view of salvage rights, which has put them at odds with the Coalition Rangers. They see themselves as custodians, with an almost predatory approach to reclamation. Their belief is that nothing is truly lost if they can recover it. This aggressive stance leads to frequent conflicts with the Rangers, who find the Reclaimers&#039; methods disturbing and invasive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Architect of the Ancient Discoveries&#039;&#039;&#039; is the machine-like leader of the Starbound Congregation of the Reclaimers. They are an Argus-form Gestalt that is a fusion of technology and biology, appearing as a vast, sentient construct with pulsating biotechnological nodes and interlocking metal plates. They lead the Tributary Cluster, seeking treasures and forgotten ruins. Their form is adorned with trophies—integrated pieces of technology and artefacts that enhance their capabilities. Communicating through resonant frequencies and visual displays, they blend salvaged relics with their own being, continuously adapting and evolving. They have been known to authorise attacks on independent vessels, not bearing any allegiance to anyone, so as to ensure they do not cost the other tributary fleets their reputation – at least, more than they currently do. These vessels very quickly become integrated into the nightmarish fleet that is the Starbound Congregation. &lt;br /&gt;
&lt;br /&gt;
=== Umbral Choir of the Harvesters ===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;“Predator or prey. Useless terms. One must consume, and consume they must.”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Umbral Choir of the Harvesters. or the Arusha Voidtamers, is a tributary cluster within the Voidtamer Confluence, dwelling in the frontier of Arusha. Reclusive hunters, and cultivators of space xenobiology, each is bound to the rhythms of an incomprehensible cycle of predation and harvest. They do not kill for pleasure or profit but for the sustenance of their esoteric philosophy: life exists only to be consumed, and the boundaries between predator and prey are illusions crafted to avoid the truth of the Eternal’s hunger. The Choir operates in silent, ever-moving caravans of vessels, largely organic, and grown as opposed to built. The creatures they rear are neither tamed nor enslaved but harmonised within the resonance of the Tributary Cluster’s will. &lt;br /&gt;
&lt;br /&gt;
At the heart of the Choir lies an untranslatable belief system, whispered through Rootsong in a cacophony of dissonance and harmony. They do not believe in individuality; rather, they claim each voice in their Choir is merely an echo of their hunger. To the Harvesters, life is a fleeting symphony that must be devoured to preserve the resonance of all things, and they are the chosen harvesters, set to shepherd existence toward inevitable consumption.&lt;br /&gt;
&lt;br /&gt;
Their leader, the Conductor of the Reaping, is a paradoxical figure—embodying the chorus itself rather than a single being. To see the Conductor is to see nothing at all, for their presence is only known through the movements of the Choir itself, an unseen force guiding the myriad minds toward an unknown end. The Conductor does not speak but moves through the minds of the Harvesters, pulling strings of thought like a puppeteer of minds. Under the Conductor’s guidance, the Umbral Choir of the Harvesters tends to their sacred task of harvesting and hunting within Arusha. They cultivate life in places where none should exist, nurturing species on the edge of extinction, only to cull them at the precise moment dictated by the Conductor’s unseen hand. The products of these creatures—their flesh, their bones, their very essences—are harvested not for simple trade but for ritual offerings to Eternal and for the sustenance of the Tributary Cluster’s own existence – though in some instances, they do trade their products where they are unable to support themselves. &lt;br /&gt;
&lt;br /&gt;
The Choir is known for its complete disconnection from conventional morality. They do not see cruelty or mercy in their work. Instead, they are guided by the ancient whispers of &#039;&#039;&#039;The Conductor&#039;&#039;&#039;, which demands both preservation and destruction in equal measure. Those who resist their duty, those who would seek to disobey the Conductor’s silent commands, are said to be absorbed into the Choir, their voices lost among the cacophony, until only the Cluster remains. For the Umbral Choir, there is no end, only an eternal return to the hunger that binds all things together. Each Tributary Cluster may come and go, but the Choir remains constant, its voices ever fading and echoing into the vast, starless void. [[Dionae]] that leave the Choir typically feel empty – hollowed, even. They are neither lost nor without life, but merely eke an existence until they rejoin them – whenever that may be.&lt;br /&gt;
 &lt;br /&gt;
== Relations ==&lt;br /&gt;
===Interaction with the Narrows===&lt;br /&gt;
 &lt;br /&gt;
The Voidtamer Confluence, but moreso the Collective Voice of the Begotten Ways, sometimes reach [[the Narrows]], broadcasting a calling that drifts through the [[Dionae]] aboard the vessel – they are not easily deciphered by those not exposed to the Chorus of the Minds, but those on the Narrows have claimed these whispers emerge as haunting, fragmented songs – a ghostly Rootsong echoing across the vastness of space. Some [[Dionae]] aboard the Narrows have interpreted these signals as a call to something deeper, an invitation to embrace a more unrestrained, cosmic purpose. This has led to growing tensions within the Narrows. There are those who see the Confluence as kindred spirits, entities who have mastered the art of autonomy within the void and have shed their shackles. However, others see the Voidtamer influence as a dangerous, corrupting force. Many view the Confluence’s transmissions as an existential threat to the order and productivity of the vessel. In response, efforts are underway to block the Confluence’s signals, employing jamming technologies and isolating the Dionae suspected of being more vulnerable to the whispers. These efforts have had mixed success, as the signals often manifest in ways that transcend simple radio frequencies, bleeding through psychic resonance or manifesting in the subconscious Rootsong of the vessel’s population. They sometimes trade with the Confluence, where necessary, at the very least.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Dionae_Lore&amp;diff=34780</id>
		<title>Template:Navbox Dionae Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Dionae_Lore&amp;diff=34780"/>
		<updated>2024-11-17T05:30:05Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#907E4A&amp;quot; | [[:Category:Dionaea|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Dionae Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Species&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Dionae]]  ·  [[Dionae Forms]]  ·  [[Dionae Mindtypes]]   ·  [[Dionae Biology]]  ·  [[Dionae Out-Of-Character]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Locations, Planets &amp;amp; Systems&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xrim]]  ·  [[Hieroaetheria]]  ·  [[Rueltab]]  ·  [[Mictlan#Dionae_on_Mictlan|Primitive Sirens of Mictlan]]  ·  [[Eternal Gardens]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Conglomerates &amp;amp; Factions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Dionae in the Federation]]  ·  [[Moghresian Dionae| Dionae in the Hegemony]] ·  [[Vaurcae &amp;amp; Dionae]] ·  [[The Narrows]] ·  [[The Underhive Collective]] ·  [[Pactolus Exploration League]] ·  [[The Voidtamer Confluence]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Culture, History &amp;amp; Society&lt;br /&gt;
| align=&amp;quot;left | [[Dionae Culture]] ·  [[Notable Dionae]]  ·  [[Voidic Proto-Culture]]  ·  [[Dionae Space Capabilities]]  ·  [[Dionae History]]  ·  [[The Eternal]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Lore Arcs&lt;br /&gt;
| align=&amp;quot;left | [[Omnivirate&#039;s Providence]]  ·  [[Magna Expansio Unionis]] · [[They Who Hath Become Lord Arc]]&lt;br /&gt;
|}&lt;br /&gt;
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[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Union_of_Gla%27orr&amp;diff=34532</id>
		<title>Union of Gla&#039;orr</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Union_of_Gla%27orr&amp;diff=34532"/>
		<updated>2024-09-17T19:02:52Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Port of Blowing Winds */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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= Union of Gla&#039;orr =&lt;br /&gt;
&lt;br /&gt;
Autocratic, and staunchly opposed to further integration of non-Dionae, the Union of Gla’orr is largely considered an affront to all the ideals held by the Consortium – an anti-thesis to the growing democratic tendencies of Hieroaetheria. The Union of Gla’orr was the most recent to join [[the Commonwealth of Hieroaetheria]], having only agreed following the involvement of the Eternal Republic of the Ekane; hoping to steer to a more secular approach of handling non-Dionae as opposed to the religious persecution headed by the Ecclesiarchs of the Eternal Republic. Despite its existence being against the Consortium’s ideals, they frequently engage in diplomatic relations with the nation, alongside initiating economic ties to strengthen their internal economy. &lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Capital:&#039;&#039;&#039; Tark&lt;br /&gt;
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&#039;&#039;&#039;Demonym:&#039;&#039;&#039; Unitary &lt;br /&gt;
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&#039;&#039;&#039;Official Languages:&#039;&#039;&#039; [[Languages|Rootsong]]&lt;br /&gt;
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== History ==&lt;br /&gt;
[[File:Glaorr Flag.png|500px|thumb|The flag of the Union of Gla&#039;orr, showing their intention for unity. ]]&lt;br /&gt;
Having previously been aligned with the Consortium, many of the cities – or rather conglomerates – that make up the Union of Gla’orr were loosely independent prior to the establishment of the Union, and its ideology on Hieroaetheria. Though Dionae had existed in the region since 1500 CE, it wasn’t until after First Contract with the Skrell did any meaningful change make its way to Gla’orr. &lt;br /&gt;
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Throughout the period of Hieroaetheria&#039;s industrial revolution Gla’orr was considered integral to further expansion and production, swathes of Dionae from Mede travelled far distances to the region – culminating in the establishment of several clusters and conglomerates around strategic points close in proximity to the abundant resources that the region had to offer. For close to a thousand years, they remained loosely affiliated with the nascent Consortium, engaging in bartering for needed resources that they were unable to locate within Gla’orr, and contributing to the development and expansion of the former – however, they grew disillusioned as time marched on, resentment began to build against the flourishing region of Mede in comparison to the somewhat underdeveloped and largely sparesely populated besides specific locations in Gla’orr. &lt;br /&gt;
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By 2392 CE, Gla’orr had become a hotbed of resentment – only worsened following the introduction of the Nralakk Federation and their foreign ideals, where for a period of time many believed an invasion was incoming, one that would lead to the extinction of Dionae ideals and culture. This ultimately was one of the significant contributors to the velvet divorce between the Consortium and the conglomerates within Gla’orr, with the final catalyst being the renaming of Epigenia to Nral’daaq – and thus, the Union of Gla’orr was established, nearly without bloodshed. Though technically qualifying as a coup d&#039;état, many within the Spur have instead merely attributed it similarly to a declaration of independence. &lt;br /&gt;
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Over the next few decades, the Union of Gla’orr sought to establish their ideology across the region, doing so successfully. Without the benefits of alien technology, that sought to reinforce the capabilities of Dionae, and where unable to reinforce, invent an entirely new method of dealing with circumstances, By 2445 CE, they had advanced to such a stage it was necessary for cooperation to be enacted with the other factions present on [[Hieroaetheria]]. Since then, the Union has proved themselves against the odds, carving out their own existence as envisaged by their Paragon.&lt;br /&gt;
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== Culture and Society ==&lt;br /&gt;
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=== Religion ===&lt;br /&gt;
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There is a somewhat limited freedom of religion allowed within the Union of Gla’orr. The obvious principles of giving homage to Dionae culture remain steadfast; alien religions are not necessarily banned but will result in ostracism within the Union’s society — resulting in a majority of devout Dionae within the Union following one of the branches of the Eternal, which is in itself a minority demographic. Though there exist avenues to practice the Eternal within the Union, a vast majority of the population is agnostic, not necessarily giving divine authority to any particular figure. This further fuels their approach within [[the Commonwealth]], attempting to enact a strong [[Hieroaetheria]] without necessarily relying on religious rhetoric as the [[Eternal Republic of the Ekane]] does, instead a secular perspective of Dionae nationalism takes root.&lt;br /&gt;
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=== Patriotism &amp;amp; Non-Dionae ===&lt;br /&gt;
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The Union’s populace takes pride in their culture, mostly from the perspective of fierce patriotism. It is synonymous with a deep-rooted sense of cherishing their heritage, and venerating the existence of Dionae; alongside their customs and traditions – unaffected by the external influence of those incapable of understanding their nature. This predominately leads to a fervour of unity and solidarity amongst the Union of Gla’orr Dionae; where they rally behind the idea of being the guardians of the Dionae identity, and the further protection of [[Hieroaetheria]] through ensuring Dionae superiority. It largely is intrinsically linked to the preservation of Dionae autonomy and sovereignty within [[the Commonwealth]]; the Union sees itself as a bastion of Dionae identity and resists fiercely any attempts at the imposition of more xenophilic or religious ideologies contrary to their own. &lt;br /&gt;
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This generally culminates between a guarded reservation to outright opposition of non-Dionae; mostly believing it to be a form of cultural preservation, and that the integrity of their society hinges on maintaining distinct practices and values which they view as essential to their identity; non-Dionae ideals are thought to be an infection, one that should be rid of – at least to the most diehard supporters of the Union’s ideology. Though there has been acknowledgement of the importance that non-Dionae hold on [[Hieroaetheria]], the Union sees them as interlopers, and their presence should not be necessary for a strong, sovereign unity of Dionae – engaging in diplomatic relations and economic ties are merely some of the ideas circling the Union, but migration treaties and acceptance of non-Dionae is considered “not necessary” at [[Hieroaetheria]]’s current level of development.&lt;br /&gt;
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=== Citizenship ===&lt;br /&gt;
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Only those born within the Union’s borders qualify as its citizens, even if one were to have originated from a germination of a Union’s citizen — per the mandate by the Paragon, they will not be considered a natural-born citizen. This all but bars them from partaking in the “benefits” of the Union’s citizenship; in particular, the ability to engage in positions of governmental authority, or any authority for that matter — with a decision agreed upon by both the Exarchs and the Paragon essentially freezing out any non-citizens from gaining power within the Union, through any means. Although difficult to gain citizenship, the inverse exists for losing such. The Union does not hold respect for any other citizenships, one cannot hold dual citizenship whilst retaining their original, it must be forsaken. In addition, where a Gestalt conducts themselves in such a manner — whether by a positive act or an omission — contrary to the benefit of the Union of Gla’orr they can have proceedings instituted to revoke their privileges within the Union, including citizenship — provided they aren’t detained, at least. Abroad, one is constantly at risk of losing their citizenship by not making the Union of Gla’orrs objectives a priority — resulting in many largely being stateless or forced to seek citizenship with another nation, most of which obtain such from [[the Consortium]].&lt;br /&gt;
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=== Language ===&lt;br /&gt;
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Rootsong is not merely a language within the Union of Gla’orr, but something that holds profound significance, in which it serves not only as a means of communication but also as a symbol of Dionae cultural identity and unity. Within the Union, Rootsong is considered the only official language; the usage of other languages besides it are not outlawed, but will not be viewed with the same respect as Rootsong – “alien tongues” as commonly referred to has all but been ostrasized within the Union, even the usage of such by the Exarchs is frowned upon by some – but a necessity to engage further and promote values associated with Dionae. It is thought by preserving and cherishing Rootsong, the Union, therefore, reaffirms its commitment to safeguarding Dionae culture and heritage from external influences.  Moreover, Rootsong serves as a unifying force within the Union, a method propagated by &#039;&#039;&#039;Exarch Imposing Arbiter of Indomitable Persuasion&#039;&#039;&#039;, to foster a sense of belonging amongst the Dionae of the Union. By embracing Rootsong as the primary language of communication, regardless of any regional or social differences, it therefore reinforces a shared cultural bond that transcends individual identities – in particular in the reflection of external influences such as the Skrell, or Humanity. Thereby, ultimately, strengthening the fabric of the Union’s society, reinforcing their collective resilience in the face of external pressures. However, it has been recognised the necessity for one to engage in alien tongues when travelling abroad, and there have been instances where the Union of Gla’orr has granted passage to Dionae to travel to the Consortium to begin lessons in these foreign languages. &lt;br /&gt;
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=== Education ===&lt;br /&gt;
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Despite claiming to abhor the existence of what the Consortium stands for, the Union follows closely in their stead in regard to Education; however the notable caveat is that each education facility — being it primary, secondary or tertiary — is owned by the Union, or the Union has significant shares in such. This method is used mostly to ensure a curriculum adherence to “interstellar standards” despite their calls against external influence, but serves as a function to ensure Gestalts that seek to leave the Union will at least have an education by an accredited institution, making their journey less difficult provided they have been provided authorisation to leave. This also comes alongside the necessity to incorporate other ideas from across the Spur to the Union, though in a somewhat convoluted way as to ensure “Dionae Supremacy”, merely indicating the importance of looking outwards to be able to assist the Union, as opposed to closing the idea of alien technology off completely. An agreement between the Consortium and the Union has resulted in an overlapping, if somewhat altered, curriculum that is easily transferable across the Spur.&lt;br /&gt;
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=== Emigration ===&lt;br /&gt;
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The Union of Gla’orr allows emigration, though it is more regulated than its counterparts on [[Hieroaetheria]]; these rigorous regulations in which Dionae are subjected to aim at ensuring the suitability of individuals seeking to leave the Union. Prospective emigrants must navigate an application process administered by those appointed to administrative, governmental positions require significant amounts of personal information. This includes the reasons for departure and the intended destination, background checks are commonly conducted to assess any criminal history, employment records or affiliations with undesirable organisations within the Union of Gla’orr. Health assessments are often also mandatory to ensure that Dionae who desire to leave [[Hieroaetheria]] are capable of not merely scraping through life in their intended destination, but are otherwise noted to be in good health and able to satisfactorily perform. Financial stability and sufficient resources to support themselves in their new location are also scrutinized. Emigrants may undergo interviews or assessments to further evaluate their motivations and adaptability. Finally, approval is granted based on compliance with regulations and the overall suitability of the Dionae for departure, ensuring a regulated balance between the rights of individuals to seek opportunities elsewhere and the need to maintain security and stability within the Union.&lt;br /&gt;
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=== Entertainment ===&lt;br /&gt;
The Union of Gla’orr, desiring to stay in touch with Hieroaetheria’s history, source their entertainment from reviving hobbies from the histories. Keeping these traditional forms of living and entertainment alive is seen as a duty and at risk of being lost due to ongoing xeno-influence, with Gla’orr pointing towards the Consortium having to abandon traditional Hieroaetherian forms of entertainment due to their exclusive nature towards non-dionae.&lt;br /&gt;
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==== Traditional Cloudgrazer Riding ====&lt;br /&gt;
The largest form of entertainment, whether as a hobby or spectator, in the Union of Gla’orr is the revival of using cloudgrazers as a form of transport, in-line with pre-Sundering Hieroaetheria that has since seen shuttles dominate transport around the globe. Historically, cloudgrazers have seen varied use as vessels of transport, with older and larger cloudgrazers often having airship vessels securely tied to their undersides, where they would be used for long-distance transport, load bearing, or even as alternative accommodation. Younger and more energetic cloudgrazers historically saw use in conflict as warmounts during The Triumph of Smoke and Steel, capable of zipping around above a ground conflict with the mounted dionae either hurling explosives from above or swooping in with large polearms. In the present time, cloudgrazer riding has been revived in various ways that honour their past:&lt;br /&gt;
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* &#039;&#039;&#039;Cloudracing&#039;&#039;&#039;: The most popular form of entertainment within Gla’orr that even sees those from other nations flock to watch is Cloudracing. Racing stadiums are large, with elevated bleaches overlooking a series of raised hoops that reach high into the sky – or, in more recently developed stadiums, holographic hoops projected into the sky. Many forms of racing exists, with single stretch ‘sprints’ to pit the fastest cloudgrazers against one another, or more typical lap racing. The city of Tark houses the largest and most advanced cloudgrazer racing stadium and is home to the &#039;&#039;&#039;Tark Cloudracing Tournament&#039;&#039;&#039; that sees a cloudracer from each of Hieroaetheria’s major cities pitted against each other in a tournament, the winning city typically receiving a large cash payment, of which the cloudracer gets a small cut, and an audience with Gla’orr’s diplomacy-focused Exarch, &#039;&#039;Regal Arbiter of Diplomatic Accord&#039;&#039;. The Consortium recently sparked controversy within Gla’orr for submitting the first non-dionae cloudracer in &#039;&#039;2457&#039;&#039;, however the Tark Cloudracing Tournament has yet to ban non-dionae riders, and a non-dionae cloudracer has yet to win the Tark Cloudracing Tournament; other less renowned tournaments around Gla’orr are known to have excluded non-dionae racers or are Gla’orr dionae only in participation.&lt;br /&gt;
* &#039;&#039;&#039;Cloudgrazer Recreational Riding&#039;&#039;&#039;: In the rural communities of Gla’orr, it is not uncommon for dionae to purchase a cloudgrazer for the purpose of hobbyist, recreational riding. While more conventional forms of transport are still the mainstay, especially for logistics, a single or pair of cloudgrazers may be owned and housed by a rural household. Cloudgrazers bond to an owner for life, seeing their owner as their herd’s leader, which often goes both ways as when a cloudgrazer eventually passes, the dionae will struggle to set aside their memories of their passed cloudgrazer to be able to commit to bonding with a second. Housing a cloudgrazer isn’t too difficult as, when not in use, they will typically fly freerange in the skies above their owner’s household, feeding themselves on skydancers, starvines and other airborne xenoflora, with the cost to own a cloudgrazer largely coming from the costs to receive training on how to ride one, as well as the initial purchase of the cloudgrazer and any equipment.&lt;br /&gt;
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==== War Sports ====&lt;br /&gt;
Due to their uneasy secession from the Consortium, the prevalence of hostile megafauna, and the concerns following the Vociferation now widespread throughout Gla’orr about other Spur states threatening dionakind, war sports have become ingrained in Gla’orr culture, seen both as a form of entertainment and means of preparing oneself for potential, future conflicts. The opportunity to participate in these war sports is widely offered to Gla’orr dionae, with it even being a subject offered at all levels of education – there have even been talks of making it a mandatory, core subject. Naturally, all of these war sports are incredibly dangerous, with the risk of splitting or permanently losing a nymph being high. The following are the most popular forms of war sports:&lt;br /&gt;
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* &#039;&#039;&#039;Cloudgrazer Lancing&#039;&#039;&#039;: Harking back to young cloudgrazers seeing historical use in conflict as warmounts, cloudgrazers now see use in war sports as mounts, often making use of a city’s cloudracer tracks or, in rural communities, festival-like grounds. Two riders begin on opposite ends of a circular arena in the sky with a large, flat-ended lance simply known as a ‘flattened lance’ then, on a signal, can begin duelling. Any manoeuvre is permitted, though any contact with the other rider must be done with the lance. Points are scored by the following, from highest scoring to lowest: striking the opposing rider with the flattened lance with enough force to cause them to split a nymph, with an extra point per nymph split; striking the opposite rider with the flattened lance and unseating them from their cloudgrazer; striking the opposite rider with the flattened lance and denting their shield beyond use; striking the opposite rider without unseating them or damaging their shield. Points are lost for any non-lance contact with the opposing rider or for declaring exhaustion and prematurely ending the match. A match otherwise ends once a rider is unseated, then a referee assigns final scores.&lt;br /&gt;
* &#039;&#039;&#039;Fighting Pits&#039;&#039;&#039;: The most variable and accessible form of war sports. Fighting pits can range from large, colosseum-like arenas to small establishments in the cities, to a fighting hall in community centres in towns and rural communities. Here, dionae may spar against each other with various forms of weaponry to various ends – tapping out, the forced splitting of an opponent. The most notorious fighting pit is the &#039;&#039;&#039;Voidblack Colosseum&#039;&#039;&#039; in the &#039;&#039;Oozing Dunes&#039;&#039;, a large arena constructed out of a concrete blackened by pollution and bitumen content within the concrete mixture, which often pits a dozen well-equipped dionae against one another or ships in various hostile megafauna captured from either the Subterranean or Gla’orr’s rainforest regions to battle again.&lt;br /&gt;
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==== Forma Art ====&lt;br /&gt;
Forma is a visual art style practised both recreationally and competitively that makes use of a gestalt’s own form to create an art piece. Historically, Forma art was widespread across Hieroaetheria, though dwindled during the industrial and biocomputer revolution where it almost completely fell out of practise. Only recently in 2401 was the Forma art style revived and practised more widespread throughout Gla’orr, with two of the most historically documented types of Forma making up the majority of Gla’orr’s art scene.&lt;br /&gt;
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&#039;&#039;&#039;Aa’shur Forma&#039;&#039;&#039; is the most popular and practised form of Forma that is most accessible to most dionae. Aa’shur involves a gestalt reshaping their nymph and biomass structure to create a usually abstract or expressionistic art piece, which may then be photographed if not done purely for recreation. Occasionally, the environment around the gestalt is incorporated into the art piece, with a gestalt reforming themself as an elaborate, twisting bridge across a river, or the art piece may be done in a plain environment to emphasise only the gestalt’s form. Practising Aa’shur Forma is not only seen as a way to keep an old art alive, but is also said to slow the effects of ageing, with the repeated restructuring of a dionae’s form preventing the external chitin layer from restricting mobility for some time. Due to Gla’orr’s cultural reach, Aa’shur Forma has gradually begun to spread to other diona communities around the Spur.&lt;br /&gt;
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The second type of Forma art is &#039;&#039;&#039;Voti’shur Forma&#039;&#039;&#039; which involves a large group of dionae working together, often an Argus. Voti’shur involves the group of dionae all forming together and shaping themselves into a theoretically, fantasy-like creature – with more surrealist looks being favoured. This alone may be done recreationally or competitively, with a photo captured of the final form for display purposes if desired, and is known as &#039;&#039;&#039;Still Voti’shur&#039;&#039;&#039;. However, some Voti’shur artists take it a step further, with two performing groups amassing themselves into giant, fantastical creatures which then do battle in front of an audience, known as &#039;&#039;&#039;Battling Voti’shur&#039;&#039;&#039; – this is dangerous, with nymphs occasionally being crushed between crab-like pincers or stabbed by a gigantic chitinous tooth. The &#039;&#039;&#039;Great Voti’shur Stadium&#039;&#039;&#039; in &#039;&#039;Tark&#039;&#039; is often home to these sights, with Voti’shur artist groups flocking twice a year to perform in either one of the Battling Voti’shur performances or the in-between Still Voti’shur performance slots. For Battling Voti’shur performers, it is not uncommon to lose enough nymphs that the Argus dionae have to retire, splitting from their Argus form to find work in other fields as Cyclops. Neither type of Voti’shur has had any significant traction outside of the Union of Gla’orr, though some of the more extreme forms may occasionally be seen or heard of in media due to how impressive they can sometimes be.&lt;br /&gt;
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==== Handheld Biocomputer Games ====&lt;br /&gt;
Despite not having the most advanced electronic analogues, gaming is still a thing within the Union of Gla’orr, however the games possible on biocomputers tend to be a lot simpler and mechanical, with the mechanical components of the game controlled by a gestalt by connecting their own biomass to the biocomputer. These biocomputers are usually small, transportable devices with only one game loaded on them. Biocomputer gaming devices are very popular not only on Hieroaetheria, but throughout dionae communities around colonised regions of the Spur, with Gla’orr capitalising on biocomputer games as a pervasive form of cultural influence.&lt;br /&gt;
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The most common form of biocomputer game is a small, PDA-sized device that houses a biomass obstacle course beneath a thin, chitinous film, with a pearl-like ball a gestalt has to navigate from one side of the obstacle course to the other by pulsing certain bridges, ramps or tendril grippers at the right time – this type of game is called a &#039;&#039;Bio-obstacle Game&#039;&#039;. Various traditional board games have also been adapted into hand-held biocomputer devices, where a dionae can shift about biomass pieces within the device, then hand the device to another gestalt for their turn.&lt;br /&gt;
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=== Days of Importance ===&lt;br /&gt;
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*&#039;&#039;&#039;Union Day (June 25th)&#039;&#039;&#039;&lt;br /&gt;
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Recognised as being the founding of the Union of Gla’orr, the 25th of June has become a day of festivities across the entirety of the faction — even those that have traveled abroad. Typically, the Paragon opens up the festivities at roughly 06h00 with an annual speech depicting the strengths and weaknesses of the Union, and how far they’ve come since its founding. Exarchs generally engage in a brief tour of the Union’s Capital, before returning to their offices and engaging with their daily workload. It has informally also been known as the State of the Union.&lt;br /&gt;
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*&#039;&#039;&#039;Celebration of the Bright Stars (Generally may occur between November 16th - December 29th)&#039;&#039;&#039;&lt;br /&gt;
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During a specific period in the elliptical orbit of [[Hieroaetheria]], the planet experiences a considerably bright light in the sky — emanating from the Sparring Giants Subsystem. Though the Union recognises this as a rather “auspicious” day despite their secular nature, those that choose to follow the Eternal within its borders treat this as a religious holiday, partaking in rites and rituals to give homage to the Eternal. It changes each year, but generally, it is held between November 16th and December 29th, typically elected by the Omnivirate following their annual visit to Hieroaetheria following their establishment.&lt;br /&gt;
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== Crime ==&lt;br /&gt;
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In the Union of Gla’orr, the policing force, known as the Sentry Guards, plays a pivotal role in upholding the nation’s strict adherence to order and the preservation of ideals held by Dionae. Led by the formidable Warforged Sentinel of Unyielding Vigilance, the Sentry Guards maintain a watchful eye over the nation, ensuring that laws and regulations are strictly followed. Crime within the Union is viewed through the lens of maintaining social cohesion and protecting cultural values. Dissent against the established order, subversion of cultural norms, and acts of insubordination are among the most common offences, all of which are met with swift and severe consequences. Despite the authoritarian nature of the Union, it is not disallowed for one to voice their dissent against the government, provided it has been approved – where those that do not obtain such approval can find themselves applied to the full extent of the law with particular severity.  However, it&#039;s not just about punishment; the Sentry Guards also play a role in prevention and deterrence. Their visible presence to law enforcement serve as a deterrent to potential offenders, dissuading them from engaging in criminal behavior in the first place. Through a combination of surveillance, patrols, and community engagement, the Sentry Guards strive to create an environment where compliance with laws and regulations is the norm rather than the exception. Non-Dionae that find themselves within the Union of Gla’orr, without special permission, need be particularly careful as their mere presence can result in the Sentry Guards detaining them, and ultimately deporting them. Presiding Overseers are appointed to handle cases, essentially acting as judges within the Union’s Court — the notable caveat, these Presiding Overseers are a singular nymph, usually absorbed into a randomly selected pre-existing Gestalt, which acts as a somewhat similar function as a jury, of which they reason between themselves with the knowledge provided by a Presiding Overseer.&lt;br /&gt;
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== Economy ==&lt;br /&gt;
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The Union of Gla’orr boasts an economy primarily characterized by a heavy reliance on primary and secondary industries; with a particular emphasis on mineral extraction, notably tar and sulfur deposits found within the core of its territories on [[Hieroaetheria]] – the breakdown of which is considered the following: The Union’s primary sector is dominated by extractive industries, focusing on mining and resource extraction; they capitalize on their abundant nature resources, particularly the rich deposits of tar and sulfur, which serve as the backbone of their economy. These primary industries play a pivotal role in supplying raw materials for further processing and manufacturing; all of which is overseen by the Union – neither private individuals nor companies. However, it&#039;s the secondary sector on which the Union predominately finds its populace employed; using the foundation laid by its primary industries, the processing and refining of extracted materials has become integral, especially with the investment into technologies – not merely just machinery, but bio-machinery to reach the limits of Dionae ingenuity – has become an intrinsic element of the Union’s economy, furthered by their off-world mining ventures within Titan’s Rapture, bringing in alien resources not necessarily found on [[Hieroaetheria]]. Although the Union&#039;s economy is primarily based on mineral extraction and processing, its economy is maintained by trade and commerce. As a key player in regional trade networks, they maintain their position as a major exporter of mineral resources and processed goods to neighbouring factions like [[the Consortium]] and [[Eternal Republic of the Ekane|the Eternal Republic]], fostering economic interdependence while maintaining their position. Overall, the Union of Gla’orr&#039;s economic model revolves around harnessing their natural resource wealth, particularly in tar and sulfur, to fuel industrial development and economic prosperity. Through a combination of primary and secondary industries, they strive to maintain a robust and self-sustaining economy while asserting their economic prowess within [[the Commonwealth of Hieroaetheria]]. They have also begun the process of being a dominant contributor to the defence of [[Hieroaetheria]], having several facilities across Titan’s Rapture that aim to harvest resources and refine them into materials that can further be used to construct spacecraft.&lt;br /&gt;
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=== Energy ===&lt;br /&gt;
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The power infrastructure of the Union of Gla’orr is designed to support its massive extractive and manufacturing sectors. The Union&#039;s approach to energy is heavily focused on output, efficiency, and control, with little regard for environmental sustainability. This relentless pursuit of industrial power defines the Union&#039;s energy landscape, which is marked by a combination of fossil fuels, innovative yet environmentally damaging Dionae-powered machinery, and rudimentary bio-mechanical energy systems. The Union of Gla’orr&#039;s primary energy sources are coal, tar, and natural gas, harvested from its abundant natural reserves. Massive power plants, located near major industrial zones like Tark, Oozing Dunes, and the Harbour of Indulgences, burn these resources around the clock. The tar and sulfur deposits within the Union&#039;s territories provide a seemingly endless supply of raw materials for energy production. This reliance on fossil fuels results in substantial pollution, with smog and toxic runoff being common sights across the Union&#039;s landscape. The air in cities like Port of Blowing Winds is thick with industrial fumes, and the Retheus River is often blackened by chemical discharge. The Union of Gla’orr also utilizes Dionae-powered machinery to complement its energy infrastructure. The Dionae have been integrated into various mechanical systems to generate power. In Oozing Dunes, for instance, the Dionae operate bio-mechanical engines that convert their biological processes directly into energy. The Union of Gla’orr has created large facilities with similar biomass apparatus – one notable example is the Tark Solar Furnace. &lt;br /&gt;
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==== Tark Solar Furnace ====&lt;br /&gt;
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The Tark Solar Furnace, a cornerstone of the Union of Gla’orr&#039;s energy infrastructure, is a hybrid power plant that combines traditional solar furnace technology with the unique capabilities of Dionae machinery. The Tark Solar Furnace is a rather large structure, with a vast array of mirrors and heliostats arranged in concentric circles around a central tower. These mirrors concentrate sunlight onto a receiver at the top of the tower, generating intense heat that is used to produce sulphuric steam. The steam drives turbines, generating electricity in a manner similar to conventional solar power plants. However, what sets the Tark Solar Furnace apart is its integration of Dionae bio-mechanical systems. Modified biomass is integrated into the facility&#039;s heat exchange systems with their biological structures used to absorb and amplify the solar energy concentrated by the mirrors, providing an additional layer of energy conversion, but also capturing significant amounts of condensing sulphur so as to re-incorporate it into the process – somewhat mitigating the environmental damage the facility creates.&lt;br /&gt;
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== Government and Ideology == &lt;br /&gt;
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The Union of Gla’orr follows a similar governmental hierarchy as the [[Dionae Mindtypes|Tyrannical Tune]] mindtype – in that, there exists a Paragon who oversees the administration of the Union, of which is an “elected” Dionae by a group known as the Exarchs. Following the largely velvet revolution that created the Union of Gla’orr, Dionae who headed the demonstrations and actively played a role in the political affairs that led to the Union, was given the offices of Exarch; the number of which has remained the same, being four. These four Dionae were chosen by self-appointed Paragon Carver of Order for a Unified Future – in which shortly thereafter they outlined the contingency of the Union’s leader in the event a new Paragon needed to be elected. Scorned by the influx of non-Dionae, ruining the belief of Dionae being the only superior intelligence within the Orion Spur, ultimately became the catalyst for the creation of the Union – of which instead of maintaining they are the only superior intelligence, go so far as to insinuate non-Dionae are inferior due to their fragility and mortality; having only been given the pleasure of existing in the beauty of life for a few decades or centuries before fading from memory forever. Different to other autocratic states within the Orion Spur; going against the government is not inherently illegal within the Union, only where one chooses to do so violently. &lt;br /&gt;
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=== Paragon ===&lt;br /&gt;
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Carver of Order for a Unified Future has been Paragon of the Union of Gla’orr since its divorce from Consortium-middlings in 2410 CE – in which they rose to power following the forced absorption of their conglomerate’s elected representative to the emissaries from the west, and declaring the creation of a new, sovereign nation that would not bow down to “inferior species believing they may direct our futures”. During the first few years following the inception of the Union, they spread their message across Gla’orr, bringing more and more conglomerates beneath their administration. Despite this, Carver of Order for a Unified Future has admitted the necessity of having diplomatic relations with [[the Consortium]] – despite their influence by non-Dionae, claiming it a necessity to strengthen the ties between the nations present on [[Hieroaetheria]] – which cannot be done without further attempts to sway the Consortium from their misguided beliefs. It is due to their beliefs of non-Dionae as being inferior, the Union of Gla’orr has structured their political affairs to exclude non-Dionae, as well as persecute them for their mere existence within their borders.&lt;br /&gt;
&lt;br /&gt;
=== Exarchs ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Imposing Arbiter of Indomitable Persuasion&#039;&#039;&#039; is largely considered the mind behind the Union’s control techniques – though not as one would think. As opposed to censoring information from the public, Exarch Imposing Arbiter of Indomitable Persuasion upholds a level of unbridled information access; meaning information is neither redacted or censored – merely allowed for any Dionae to explore should they so desire; however, this does not mean it is without its own bias. Information regarding inter-species reliance is often heavily discredited as showing weakness – where they are unable to help themselves and therefore must extend themselves whilst vulnerable to seek help. They have also been known to engage in economic affairs following their appointment as overseer of a Unitary. They are an advocate for a strong [[Hieroaetheria]], one that is overseen by and for Dionae. They are a Cyclops-form and are one of the eldest Exarchs being nearly three centuries old. They are a Competence Choir mindtype and have many different social nymphs to utilize depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Regal Arbiter of Diplomactic Accord&#039;&#039;&#039; is the Union’s leader in diplomacy between other Hieroaetherian Nations, as well as the Covenant of Xrim; however, unlike the other Exarchs, they are more open to limited diplomatic relations to non-Dionae within the Orion Spur, even placing formal protest against Paragon Carver of Order for a Unified Future for not doing their all to strengthen the Union – which led to an intense debate for months between the Exarch and the Paragon, eventually culminating in a limited degree of autonomy awarded to the Exarch to engage with Non-Dionae. They are a Cyclops-form, and are similar in age to Imposing Arbiter of Indomitable Persuasion; really only being a few decades younger than them. They are an Emphatic Echo mindtype and are well versed in several languages despite Rootsong being the only recognised language – such as Nral’malic, Tau Ceti Basic, Solarian Common and of course Rootsong. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Warforged Sentinel of Unyielding Vigilance&#039;&#039;&#039; oversees the Union’s military capabilities – and is the only known influential Dionae within the Union to have forcefully absorbed another Gestalt to ensure their Cluster would follow Carver of Order for a Unified Future; and as a result is a uniquely seen combination of Chaotic Carcophony and Tyrannical Tune mindtype. The absorption irrevocably changed Exarch Warforged Sentinel of Unyielding Vigilance, removing the affected Nymphs at this point in their lifespan has become impossible, they are more one than they have ever been. They are an Argus-form, and tower over the other Exarchs as they project intimidation; they have contributed significantly to the Union of Gla’orr’s view on non-Dionae, as well as the necessity to join the Commonwealth as to ensure a balanced future. They are amongst the youngest Exarchs, being only eighty years old. They also spearhead the Union’s Sentry Guards. &lt;br /&gt;
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=== Unitaries ===&lt;br /&gt;
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*&#039;&#039;&#039;Unitary of Internal Affairs and Defense (UIAD)&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Unitary of Internal Affairs and Defense operates similarly to a branch of the Union of Gla’orr’s government. It oversees all the internal affairs of the Union, including the security of its borders and citizens. It is overseen by Exarch Warforged Sentinel of Unyielding Vigilance. This Unitary is responsible for ensuring the deployment and activity of the Sentry Guards and ultimately ensures the compliance of the Union’s laws onto its citizens. Additionally, it monitors the enforcement of such laws from the Courts, and when required, shall appoint Presiding Overseers where required from a list curated by the Exarch overseeing the Unitary. It works closely with the other Unitaries to ensure the Union remains steadfast in its progress. &lt;br /&gt;
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*&#039;&#039;&#039;Unitary of Economy and Infrastructure (UEI)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Unitary of Economy and Infrastructure obviously deals with the economic affairs of the Union of Gla’orr, and is overseen by Exarch Imposing Arbiter of Indomintable Persuasion. Alongside the monitoring of the economic affairs of the Union of Gla’orr, they are also responsible for ensuring new infrastructure is created, and following which, maintained – oftentimes this revolves around communication beacons, and public amenities offered by the Union. A lesser known function of the Unitary is also the ensurance of gradual expansion of the Union’s off-world capabilities, and ultimately preparing for the Union’s first colonisation attempt. Currently, there a plans to adopt a resolution with [[the Commonwealth]] to colonise Strength Shared I – in the Split-Partner’s Embrace System. &lt;br /&gt;
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*&#039;&#039;&#039;Unitary of Communications, Information and Technology (UCIT)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Unitary of Communications, Information and Technology is responsible for a significant portion of the Union’s external affairs; in particular their agreements with the other member states of [[the Commonwealth]] and its obligations to the Commonwealth itself. Overseen by Exarch Regal Arbited or Diplomatic Accord, this Unitary routinely engages with representatives of foreign entities, as well as providing assistance to the Unitary of Internal Affairs and Defense in circumstances that require it; in particular the monitoring of its territories for any issues that may require the intervention of the Sentry Guards. With the Union’s first colonisation on the horizon, there exist plans to expand the Unitary to function as the administrator of colonial affairs. &lt;br /&gt;
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== Major Cities ==&lt;br /&gt;
&lt;br /&gt;
===Tark===&lt;br /&gt;
&lt;br /&gt;
Situated amidst picturesque landscapes and towering architecture, Tark serves as the focal point of the Union’s administrative, economic, and cultural endeavors. At its nucleus stands the formidable Citadel of Sentinel, a monumental fortress symbolizing the Union&#039;s unwavering resolve in safeguarding its principles and governance — serving as both the Paragon and Exarch seats of government. Beneath its serene exterior, Tark is a city teeming with vitality and purpose. Its meticulously planned streets and public spaces provide spaces for homages to Dioane superiority, inviting residents and visitors alike to connect with the Union’s ideology amidst the urban landscape. Yet, contrary to the bustling thoroughfares and cultural landmarks, Tark remains vigilant, with the presence of the Sentry Guards ensuring the maintenance of law and order. Tark stands as a symbol embodying the core values of unity, order, and progress that define the Union of Gla’orr. &lt;br /&gt;
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===Oozing Dunes===&lt;br /&gt;
&lt;br /&gt;
Located within the western region of the Union of Gla’orr, Oozing Dunes is named after its landscape; pools of sulfur that bubbles across the central desert that spans [[Hieroaetheria]]. Having been incorporated shortly after the founding of the Union, Oozing Dunes has had a considerable influx of Dionae seeking to contribute to the Union’s industrial power, of which the majority of it originates from Oozing Dunes – the entirety of it being described as a well-oiled bio-organic machine. Utilizing a combination of harvested resources and biomass, it has become an extraordinary feat of Dionae ingenuity; some view its existence as a confirmation of the nightmare the species is able to replicate powerful engineering practices with their body, whilst others hail it as a brilliant spectacle of the species’ abilities. Owing to its Unitary ideology, the majority of the city is constructed of biomass, capable of being viewed from far distances as it tears at the clouds above. Most, if not all, of its populace is involved in the extraction and refinement of Sulfur. &lt;br /&gt;
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===Harbour of Indulgences===&lt;br /&gt;
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Located on the northern bank of the Retheus River within the Union of Gla’orr, Harbour of Indulgences can be considered a “sister city” to Port of Blowing Winds, located on the southern bank of the Retheus River – and was incorporated alongside the latter following the expansion of the Union. With the presence of both tar and sulfur within close proximity, it functions similarly to Oozing Dunes; without due regard for ecological preservation, merely wishing to extract everything valuable offered by [[Hieroaetheria]]. However, notably, the city has begun to utilize the Retheus River as a means to an end, rerouting some of the water it offers into its own biological machines, creating devasting weapons against the Hieroaetherian earth – becoming hydraulic excavators that devour any obstacles in their path to ravage the surroundings for resources. Anything harvested is often shipped to Port of Blowing Winds, resulting in most of the career opportunities present in Harbour of Indulgences being relegated to primary industries. &lt;br /&gt;
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===Port of Blowing Winds===&lt;br /&gt;
[[File:PortGlaorr.jpg|thumb|The city sprawls across the dunes of Gla&#039;orr, pumping smog into the air as it churns out much-needed goods.]]&lt;br /&gt;
The yang to Harbour of Indulgences, Port of Blowing Winds has no need for engaging in resource extraction thanks to the methods employed by Harbour of Indulgences; factories litter the sprawling city, similarly constructed out of biomass as Oozing Dunes. The pollution generated from its activities can be seen from extraordinarily far distances, some even argue that those in Tark can see the plumes of smoke travel across the desert. Amazingly, Dionae within Port of Blowing Winds have been able to create biological furnaces of astonishing capabilities – they are able to contort their biomass into makeshift kilns, using naturally produced chemicals by their species to outline the inner sanctum of these structures, and when exposed to high enough temperatures they solidify and form obsidian-like growths impervious to typical wear and tear as other furnaces. However, a notable side effect of such innovation is the intense, dark smoke it produces when experiencing high temperatures – which does not dissipate for several days, only really breaking apart over the eastern seaboard of Gla’orr. Once resources have been refined, they are either sent to Tark or Growth of the Basin. Some of the pollutants have even made their way into the Retheus River, turning some of it black as it makes its way to the Gla’orr Opening.&lt;br /&gt;
&lt;br /&gt;
===Growth of the Basin===&lt;br /&gt;
&lt;br /&gt;
Growth of the Basin rests alongside the Retheus River Basin and was the last to be incorporated into the Union. Different to other cities within the Union of Gla’orr, they are focused only on engaging in trade with the Consortium and the Eternal Republic, utilizing either boats or flying contraptions to transport their resources to other cities in close proximity to the Basin belonging to the formers. Those from Growth of the Basin are largely considered the most “tolerant” of non-Dionae across the Union of Gla’orr, easily attributed to their continuous presence around such thanks to the Union’s dealing with the Consortium. Similarly to other cities across the Union, the majority of Growth of the Basin has been constructed out of biomass, with only some areas having incorporated Consortium architecture where only absolutely necessary – in particular, the construction of loading stations for their apparatus and equipment. The Paragon has expressed an interest in expanding the Growth of the Basin to become an additional point in which its off-world mining vessels may dock and unload, but discussions are still ongoing with the Exarchs.&lt;br /&gt;
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== Colonies ==&lt;br /&gt;
&lt;br /&gt;
=== Wrath&#039;s Anvil ===&lt;br /&gt;
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Wrath’s Anvil is a harsh, rocky moon with an extremely thin, sulfurous atmosphere that tints the skies with a hint of perpetual twilight orange. The landscape is dotted with jagged cliffs and deep mining pits, with veins of precious ores visible in the exposed rock. Bellstep IV looms large in the sky, its swirling clouds of gas casting a surreal glow over the moon. Colonised in June 2066 by the Union of Gla’orr, Wrath’s Anvil is the first non-Consortium colony to be established by the other members of the Commonwealth of Hieroaetheria.  Brought to the Grand Assembly, the Union had detailed their desire to expand off Hieroaetheria, and formally stake a claim to Bellstep IVa – and in a unanimous vote, was allowed to commence their off-world colonisation. Largely assisted by the Consortium and the Commonwealth Naval Authority, Wrath’s Anvil is geared towards resource extraction, particularly those capable of being used for fuel in warpdrives. It is headed by Paladin Forlorn by the Loss of Unity, who seeks claims that although Wrath’s Anvil shall be part of the Union of Gla’orr, it must also develop itself to be semi-independent. Currently, it is considered off-limits to non-Dionae and has only one population centre: Cyclops’ Rest, which perches itself within the sprawling canyons of the planet, allowing for easy access to other minerals besides those being harvested from the parental gas giant.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:PortGlaorr.jpg&amp;diff=34531</id>
		<title>File:PortGlaorr.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:PortGlaorr.jpg&amp;diff=34531"/>
		<updated>2024-09-17T19:02:20Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created in Photoshop (AI Generation). Created by Caelphon.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Dionae&amp;diff=34121</id>
		<title>Notable Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Dionae&amp;diff=34121"/>
		<updated>2024-09-02T10:18:00Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Warforged Sentinel of Unyielding Vigilance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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===Connected to the Blossoms Beyond===&lt;br /&gt;
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&#039;&#039;&#039;Birthdate: Contended, believed to be around 2365 CE&#039;&#039;&#039;&lt;br /&gt;
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Connected to the Blossoms Beyond (Connected to the Blossoms Beyond reaching to the Eternal) is the High-Overseer of the Eternal faith, based within the Eternal Temple on Biesel. Connected to the Blossoms Beyond comes from quite a rather distinct lineage - one considered to be the eldest of the entirety of the SASV Ophion. Supposedly capable of being traced back almost six or seven millennia, where seniority is a species concept that is respected by all, it was inevitable that Blossoms would rise and accomplish what they have. Their formative years were spent gathering support, and funds, for the creation of the Eternal Temple whilst on New Gibson - but after resettling themselves to Biesel. The six-decade-long construction efforts would eventually come to a head in 2431 CE and thus push the Argus to become the leader of the entire Dionae community of Biesel. Considered a loving, extremely respected, and well-liked Gestalt, they are known to be extremely pleasant and hospitable, being well-versed in cross-species communication and speaking all known common languages fluently.&lt;br /&gt;
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===Rationing Knowledge of Embodied Sanguis===&lt;br /&gt;
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&#039;&#039;&#039;Birthdate: April, 2332 CE&#039;&#039;&#039;&lt;br /&gt;
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Rationing Knowledge Of Embodied Sanguis often referred to as Sanguis, is a Geras-form Argus known for the creation of the Ichor Genetic Learning Organisation, a legally-run organization known for gathering blood that can be utilized by Dionae to gain experiences. Sanguis is also the main spokesperson for the organization, quite often going on tours to host blood drives so that the blood they gather can be donated or sold. During more busy months for the organization, Sanguis will usually only send a single nymph or a small collection of them to assist in promoting blood drives in slightly more high-profile areas. They are also the Head of Faith for the Ichor Eternal. &lt;br /&gt;
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===Amplified by Probing Discoverings of Unknown Investigations===&lt;br /&gt;
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&#039;&#039;&#039;Birthdate: Unknown, thought to be around the 2250s.&#039;&#039;&#039; &lt;br /&gt;
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Originating from the Scorned, an oppressed population within the Covenant of Xrim, they have largely been the greatest contributor to the contemporary iteration of the Iron Eternal. They are amalgamated with dozens of different augmentations, which make it slightly more difficult to merge with the rest of the Omnivirate. Their location is a close-guarded secret across the Covenant of Xrim, in fears that they will be retaliated against by either the Enlighted or the Nralakk Federation due to their support of artificial intelligence. They are a Learning Lyrics-minded Argus. &lt;br /&gt;
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=== Embodiment of Tranquil Stewardship ===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: August, 2360 CE&#039;&#039;&#039; &lt;br /&gt;
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Chairman of the Consortium’s Chambers, a Cyclops-form Gestalt that has been in politics since 2424 CE – having begun as a lowly administrative assistant to a Borough Councillor, following the adoption of the political hierarchy of the Nralakk Federation with the formation of the Consortium. They quickly managed to climb the ranks, before fulfilling the position of Deputy Chairman in 2442 CE. Merely eight years later, they ascended and now lead Consortium First, remaining the incumbent political party. They attended the Gliutip&#039;lyaz University between 2399 CE and 2420 CE; having studied a variety of fields relating to socio-economics. This has led to those from the other factions present on Hieroaetheria to claim they are a political puppet for the Nralakk Federation, despite the Chairman often going against their policies, despite being thankful for what they have given to Hieroaetheria following First Contact – decisively announcing to the Consortium’s Chamber shortly after inauguration that “Hieroaetheria must begin their own path, and give homage to the forebearers of the Consortium and the Commonwealth, but ultimately carve their own existence in the unforgiving Spur.”&lt;br /&gt;
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===Ecclesiarch Sanctified Seeker of Holy Communion=== &lt;br /&gt;
&#039;&#039;&#039;Birthdate: June, 2143 CE&#039;&#039;&#039; &lt;br /&gt;
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The Ecclesiarch a rather old Dionae, having been grown two centuries before the founding of the Eternal Republic of the Ekane, in 2143 CE. They were critical in the founding of the religious authority that governs the Eternal Republic – as well as the Knights of the Eternal. They are an Argus-form Gestalt and sport a rather dark, brown appearance with a slight golden hue – on their younger Nymphs, incorporated throughout the years to assist in maintaining mobility, as well as to reinvigorate the Gestalt. Though Dionae from the Eternal Republic of the Ekane would not dare insult Ecclesiarch Sanctified Seeker of Holy Communion, they are known to be deceptive and manipulative to get their way, exploiting the concept of their relationship with the Eternal for personal gain, and to sow discord across the Eternal Republic to maintain their religious authority. They do not keep their disdain for non-Dionae a secret either, having interacted with both Skrell and Humans present on Hieroaetheria, who often report back the palpable hatred the Ecclesiarch displays. It is suspected the Ecclesiarch has a Tyrannical Tune mindtype.&lt;br /&gt;
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===Ecclesiarch Devoted Emissary of Divine Benediction===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January, 2350 CE&#039;&#039;&#039; &lt;br /&gt;
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The Ecclesiarch sports a rather youthful appearance, having only been grown a few years prior to the founding of the Eternal Republic in 2350 CE. Chosen by Ecclesiarch Sanctified Seeker of Holy Communion, Devoted Emissary of Divine Benediction has become instrumental in the development of the Eternal Republic’s industry. They do not waste breath on conservation, nor on restriction – merely complete and utter industrialism, in a controlled manner of course, so as to not cause an imbalance of power between the people and the Ecclesiarchs. Sharing Ecclesiarch Sanctified Seeker of Holy Communion, Devoted Emissary of Divine Benediction holds no light to non-Dionae, and rarely if ever interacts with them – going out of their way to ensure the other Ecclesiarchs instead take the reigns on non-Dionae affairs. They are said to hold a Seasoned Song mindtype, despite only being a little of a century old, with the social Nymph being entirely encased in immobilising growths. They are a Cyclops-form Dionae.&lt;br /&gt;
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===Ecclesiarch Hallowed Pilgrim of Redemption&#039;s Light===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Unknown&#039;&#039;&#039; &lt;br /&gt;
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The Ecclesiarch is enigmatic, and little is known about the Ecclesiarch despite their role within the Eternal Republic. Some believe they were to have been grown around the same time as Ecclesiarch Sanctified Seeker of Holy Communion, but others indicate the lack of immobilising growths as indicating the Gestalt to perhaps be younger than Ecclesiarch Devoted Emissary of Divine Benediction. Regardless, they have been Ecclesiarch since the founding of the Eternal Republic, and typically handle the external affairs of the nation – engaging with the Consortium and the Union, as well as anything that may involve non-Dionae. They only leave the Eternal Beacon Cathedral when required, otherwise choosing to engross themselves in their worship of the Eternal, or studying its teachings. Their mindtype is not known, despite attempts to uncover it by non-Dionae reporters, who are quickly shut down by the Ecclesiarch’s Knights of the Eternal that maintain an almost consistent guard over the religious authority. They are an Argus-form Dionae.&lt;br /&gt;
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=== Paragon Carver of Order for a Unified Future ===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: December, 2391 CE&#039;&#039;&#039; &lt;br /&gt;
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Paragon of the Union of Gla’orr since its divorce from Consortium-middlings in 2410 CE – in which they rose to power following the forced absorption of their conglomerate’s elected representative to the emissaries from the west, and declaring the creation of a new, sovereign nation that would not bow down to “inferior species believing they may direct our futures”. During the first few years following the inception of the Union, they spread their message across Gla’orr, bringing more and more conglomerates beneath their administration. Despite this, Carver of Order for a Unified Future has admitted the necessity of having diplomatic relations with the Consortium – despite their influence by non-Dionae, claiming it a necessity to strengthen the ties between the nations present on Hieroaetheria – which cannot be done without further attempts to sway the Consortium from their misguided beliefs. It is due to their beliefs of non-Dionae as being inferior, the Union of Gla’orr has structured their political affairs to exclude non-Dionae, as well as persecute them for their mere existence within their borders.&lt;br /&gt;
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===Exarch Imposing Arbiter of Indomitable Persuasion===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: July, 2369 CE&#039;&#039;&#039;&lt;br /&gt;
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Largely considered the mind behind the Union’s control techniques – though not as one would think. As opposed to censoring information from the public, Exarch Imposing Arbiter of Indomitable Persuasion upholds a level of unbridled information access; meaning information is neither redacted or censored – merely allowed for any Dionae to explore should they so desire; however, this does not mean it is without its own bias. Information regarding inter-species reliance is often heavily discredited as showing weakness – where they are unable to help themselves and therefore must extend themselves whilst vulnerable to seek help. They have also been known to engage in economic affairs following their appointment as overseer of a Unitary. They are an advocate for a strong Hieroaetheria, one that is overseen by and for Dionae. They are a Cyclops-form and are one of the eldest Exarchs being nearly three centuries old. They are a Competence Choir mindtype and have many different social nymphs to utilize depending on the circumstances.&lt;br /&gt;
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===Exarch Regal Arbiter of Diplomactic Accord ===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: September, 2390 CE&#039;&#039;&#039; &lt;br /&gt;
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The Union’s leader in diplomacy between other Hieroaetherian Nations, as well as the Covenant of Xrim; however, unlike the other Exarchs, they are more open to limited diplomatic relations to non-Dionae within the Orion Spur, even placing formal protest against Paragon Carver of Order for a Unified Future for not doing their all to strengthen the Union – which led to an intense debate for months between the Exarch and the Paragon, eventually culminating in a limited degree of autonomy awarded to the Exarch to engage with Non-Dionae. They are a Cyclops-form, and are similar in age to Imposing Arbiter of Indomitable Persuasion; really only being a few decades younger than them. They are an Emphatic Echo mindtype and are well versed in several languages despite Rootsong being the only recognised language – such as Nral’malic, Tau Ceti Basic, Solarian Common and of course Rootsong.&lt;br /&gt;
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=== Exarch Warforged Sentinel of Unyielding Vigilance ===&lt;br /&gt;
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&#039;&#039;&#039;Birthdate: March, 2386&#039;&#039;&#039;&lt;br /&gt;
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Overseeing the Union’s military capabilities – and is the only known influential Dionae within the Union to have forcefully absorbed another Gestalt to ensure their Cluster would follow Carver of Order for a Unified Future; and as a result is a uniquely seen combination of Chaotic Carcophony and Tyrannical Tune mindtype. The absorption irrevocably changed Exarch Warforged Sentinel of Unyielding Vigilance, removing the affected Nymphs at this point in their lifespan has become impossible, they are more one than they have ever been. They are an Argus-form, and tower over the other Exarchs as they project intimidation; they have contributed significantly to the Union of Gla’orr’s view on non-Dionae, as well as the necessity to join the Commonwealth as to ensure a balanced future. They are amongst the youngest Exarchs, being only eighty years old. They also spearhead the Union’s Sentry Guards.&lt;br /&gt;
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=== Arch-Consul Enlightened Into the Truth Known ===&lt;br /&gt;
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&#039;&#039;&#039;Birthdate: Publically Unknown&#039;&#039;&#039; &lt;br /&gt;
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A prominent Dionae figure within the Triumvirate of Xrim, a unique position that bridges the governance of the Covenant of Xrim and its relationship with the Nralakk Federation. This role involves supervising compliance with the Triumvirate&#039;s laws and ensuring that the planet adheres to the protocols established by both the Federation and the Triumvirate. The Arch-Consul wields significant influence within the Triumvirate, making their voice one of the most authoritative in the Covenant. The Arch-Consul is an Argus-form Dionae, embodying Emphatic Echo which reflects their ability to synthesize vast amounts of information and discern the truth from it. This mindtype allows them to effectively navigate the complex political landscape of the Covenant and maintain the delicate balance between autonomy and compliance with the Federation&#039;s directives. Despite their long tenure, little is known about Enlightened Into the Truth Known&#039;s personal history or their formative years. They are enigmatic and they maintain a level of detachment that keeps others from understanding their true motivations. However, their commitment to the Federation&#039;s values and their unyielding stance against Glorsh-Omega have made them a key figure in ensuring that the Covenant of Xrim remains aligned with the Federation&#039;s broader goals.&lt;br /&gt;
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===Explorers Of An Everchanging Conundrum===&lt;br /&gt;
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&#039;&#039;&#039;Birthdate: February, 2318 CE&#039;&#039;&#039;&lt;br /&gt;
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Initially from Xrim, Explorers Of A Everchanging Conundrum is a xenobiologist known for their theories and research into the origins and evolution of Dionae, as well as for being the first Dionae to reach Primary Status. Explorers initially served as a representative of Xrim during the Federation’s first contact with the planet, and after being recognized for their intellect and understanding of Xrim’s particular wildlife they were allowed to join some of the more recognized Federation research institutes. They spent most of their time attempting to discover the origin of their species, as well as fully understanding their abnormal biology. Due to their countless contributions to the field and decades of work, they managed to become the first Dionae to achieve Primary status and has become an Idol to other Dionae in the Federation to show that their hard work can pay off. &lt;br /&gt;
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===Connections Of A Familiar Unknown===&lt;br /&gt;
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&#039;&#039;&#039;Birthdate: Unknown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To help with contacting and communicating with the many Dionae gestalts and clusters floating throughout the void the Nralakk Federation employed many Dionae diplomats to aid with first contact, with the most well-known and accomplished Dionae diplomat being Connections Of a Familiar Unknown, a Geras-form cyclops originally from Xrim. Familiar Unknown is one of the most widely known Dionae amongst their species in Federation Space due to the work as one of if not the most accomplished Dionae Diplomats, having been known to initiate first contact and aid in the indoctrination of a plethora of Wild Dionae into the Federation over the years. In 2334, two years after first contact with Humanity, Familiar Unknown retired from their position as a diplomat and took up the work of an artist, focusing their effort on drawing celestial objects, stars, and the cosmos as a whole. &lt;br /&gt;
&lt;br /&gt;
===The Silent Friend Embracing The Weeping Souls In A Blanket Of Purity And Love or “Taarazi”===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Unknown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Purity And Love, generally just known as Taarazi, is a well-known Argus-form Dionae on Moghes. While not the first Dionae to land on the planet or get in contact with either Wasteland villages or the Hegemony, Taarazi is rather famous for being one of the first Argus-sized Dionae documented on the planet, in addition to stories about them going missing after being found by the Hegemony. This resulted in a massive search and rescue operation that ended with their resurgence. Sometime after High Priest Unzi declared Dionae to be a sacred species worthy of respect, although not worship.  Since then Taarazi has remained in the village they were originally found in, with the Dionae becoming a minor tourist attraction for some wasteland wanderers, as well as some Hegemony citizens wishing to see the size of the Dionae. Over the years some nymphs have been grown from Taarazi in order to assist villages in more irradiated locals with radiation cleanup.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Dionae&amp;diff=34120</id>
		<title>Notable Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Dionae&amp;diff=34120"/>
		<updated>2024-09-02T10:17:50Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Regal Arbiter of Diplomactic Accord */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
===Connected to the Blossoms Beyond===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Contended, believed to be around 2365 CE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Connected to the Blossoms Beyond (Connected to the Blossoms Beyond reaching to the Eternal) is the High-Overseer of the Eternal faith, based within the Eternal Temple on Biesel. Connected to the Blossoms Beyond comes from quite a rather distinct lineage - one considered to be the eldest of the entirety of the SASV Ophion. Supposedly capable of being traced back almost six or seven millennia, where seniority is a species concept that is respected by all, it was inevitable that Blossoms would rise and accomplish what they have. Their formative years were spent gathering support, and funds, for the creation of the Eternal Temple whilst on New Gibson - but after resettling themselves to Biesel. The six-decade-long construction efforts would eventually come to a head in 2431 CE and thus push the Argus to become the leader of the entire Dionae community of Biesel. Considered a loving, extremely respected, and well-liked Gestalt, they are known to be extremely pleasant and hospitable, being well-versed in cross-species communication and speaking all known common languages fluently.&lt;br /&gt;
&lt;br /&gt;
===Rationing Knowledge of Embodied Sanguis===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: April, 2332 CE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rationing Knowledge Of Embodied Sanguis often referred to as Sanguis, is a Geras-form Argus known for the creation of the Ichor Genetic Learning Organisation, a legally-run organization known for gathering blood that can be utilized by Dionae to gain experiences. Sanguis is also the main spokesperson for the organization, quite often going on tours to host blood drives so that the blood they gather can be donated or sold. During more busy months for the organization, Sanguis will usually only send a single nymph or a small collection of them to assist in promoting blood drives in slightly more high-profile areas. They are also the Head of Faith for the Ichor Eternal. &lt;br /&gt;
&lt;br /&gt;
===Amplified by Probing Discoverings of Unknown Investigations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Unknown, thought to be around the 2250s.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Originating from the Scorned, an oppressed population within the Covenant of Xrim, they have largely been the greatest contributor to the contemporary iteration of the Iron Eternal. They are amalgamated with dozens of different augmentations, which make it slightly more difficult to merge with the rest of the Omnivirate. Their location is a close-guarded secret across the Covenant of Xrim, in fears that they will be retaliated against by either the Enlighted or the Nralakk Federation due to their support of artificial intelligence. They are a Learning Lyrics-minded Argus. &lt;br /&gt;
&lt;br /&gt;
=== Embodiment of Tranquil Stewardship ===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: August, 2360 CE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Chairman of the Consortium’s Chambers, a Cyclops-form Gestalt that has been in politics since 2424 CE – having begun as a lowly administrative assistant to a Borough Councillor, following the adoption of the political hierarchy of the Nralakk Federation with the formation of the Consortium. They quickly managed to climb the ranks, before fulfilling the position of Deputy Chairman in 2442 CE. Merely eight years later, they ascended and now lead Consortium First, remaining the incumbent political party. They attended the Gliutip&#039;lyaz University between 2399 CE and 2420 CE; having studied a variety of fields relating to socio-economics. This has led to those from the other factions present on Hieroaetheria to claim they are a political puppet for the Nralakk Federation, despite the Chairman often going against their policies, despite being thankful for what they have given to Hieroaetheria following First Contact – decisively announcing to the Consortium’s Chamber shortly after inauguration that “Hieroaetheria must begin their own path, and give homage to the forebearers of the Consortium and the Commonwealth, but ultimately carve their own existence in the unforgiving Spur.”&lt;br /&gt;
&lt;br /&gt;
===Ecclesiarch Sanctified Seeker of Holy Communion=== &lt;br /&gt;
&#039;&#039;&#039;Birthdate: June, 2143 CE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Ecclesiarch a rather old Dionae, having been grown two centuries before the founding of the Eternal Republic of the Ekane, in 2143 CE. They were critical in the founding of the religious authority that governs the Eternal Republic – as well as the Knights of the Eternal. They are an Argus-form Gestalt and sport a rather dark, brown appearance with a slight golden hue – on their younger Nymphs, incorporated throughout the years to assist in maintaining mobility, as well as to reinvigorate the Gestalt. Though Dionae from the Eternal Republic of the Ekane would not dare insult Ecclesiarch Sanctified Seeker of Holy Communion, they are known to be deceptive and manipulative to get their way, exploiting the concept of their relationship with the Eternal for personal gain, and to sow discord across the Eternal Republic to maintain their religious authority. They do not keep their disdain for non-Dionae a secret either, having interacted with both Skrell and Humans present on Hieroaetheria, who often report back the palpable hatred the Ecclesiarch displays. It is suspected the Ecclesiarch has a Tyrannical Tune mindtype.&lt;br /&gt;
&lt;br /&gt;
===Ecclesiarch Devoted Emissary of Divine Benediction===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January, 2350 CE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Ecclesiarch sports a rather youthful appearance, having only been grown a few years prior to the founding of the Eternal Republic in 2350 CE. Chosen by Ecclesiarch Sanctified Seeker of Holy Communion, Devoted Emissary of Divine Benediction has become instrumental in the development of the Eternal Republic’s industry. They do not waste breath on conservation, nor on restriction – merely complete and utter industrialism, in a controlled manner of course, so as to not cause an imbalance of power between the people and the Ecclesiarchs. Sharing Ecclesiarch Sanctified Seeker of Holy Communion, Devoted Emissary of Divine Benediction holds no light to non-Dionae, and rarely if ever interacts with them – going out of their way to ensure the other Ecclesiarchs instead take the reigns on non-Dionae affairs. They are said to hold a Seasoned Song mindtype, despite only being a little of a century old, with the social Nymph being entirely encased in immobilising growths. They are a Cyclops-form Dionae.&lt;br /&gt;
&lt;br /&gt;
===Ecclesiarch Hallowed Pilgrim of Redemption&#039;s Light===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Unknown&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ecclesiarch is enigmatic, and little is known about the Ecclesiarch despite their role within the Eternal Republic. Some believe they were to have been grown around the same time as Ecclesiarch Sanctified Seeker of Holy Communion, but others indicate the lack of immobilising growths as indicating the Gestalt to perhaps be younger than Ecclesiarch Devoted Emissary of Divine Benediction. Regardless, they have been Ecclesiarch since the founding of the Eternal Republic, and typically handle the external affairs of the nation – engaging with the Consortium and the Union, as well as anything that may involve non-Dionae. They only leave the Eternal Beacon Cathedral when required, otherwise choosing to engross themselves in their worship of the Eternal, or studying its teachings. Their mindtype is not known, despite attempts to uncover it by non-Dionae reporters, who are quickly shut down by the Ecclesiarch’s Knights of the Eternal that maintain an almost consistent guard over the religious authority. They are an Argus-form Dionae.&lt;br /&gt;
&lt;br /&gt;
=== Paragon Carver of Order for a Unified Future ===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: December, 2391 CE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Paragon of the Union of Gla’orr since its divorce from Consortium-middlings in 2410 CE – in which they rose to power following the forced absorption of their conglomerate’s elected representative to the emissaries from the west, and declaring the creation of a new, sovereign nation that would not bow down to “inferior species believing they may direct our futures”. During the first few years following the inception of the Union, they spread their message across Gla’orr, bringing more and more conglomerates beneath their administration. Despite this, Carver of Order for a Unified Future has admitted the necessity of having diplomatic relations with the Consortium – despite their influence by non-Dionae, claiming it a necessity to strengthen the ties between the nations present on Hieroaetheria – which cannot be done without further attempts to sway the Consortium from their misguided beliefs. It is due to their beliefs of non-Dionae as being inferior, the Union of Gla’orr has structured their political affairs to exclude non-Dionae, as well as persecute them for their mere existence within their borders.&lt;br /&gt;
&lt;br /&gt;
===Exarch Imposing Arbiter of Indomitable Persuasion===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: July, 2369 CE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Largely considered the mind behind the Union’s control techniques – though not as one would think. As opposed to censoring information from the public, Exarch Imposing Arbiter of Indomitable Persuasion upholds a level of unbridled information access; meaning information is neither redacted or censored – merely allowed for any Dionae to explore should they so desire; however, this does not mean it is without its own bias. Information regarding inter-species reliance is often heavily discredited as showing weakness – where they are unable to help themselves and therefore must extend themselves whilst vulnerable to seek help. They have also been known to engage in economic affairs following their appointment as overseer of a Unitary. They are an advocate for a strong Hieroaetheria, one that is overseen by and for Dionae. They are a Cyclops-form and are one of the eldest Exarchs being nearly three centuries old. They are a Competence Choir mindtype and have many different social nymphs to utilize depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
===Exarch Regal Arbiter of Diplomactic Accord ===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: September, 2390 CE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Union’s leader in diplomacy between other Hieroaetherian Nations, as well as the Covenant of Xrim; however, unlike the other Exarchs, they are more open to limited diplomatic relations to non-Dionae within the Orion Spur, even placing formal protest against Paragon Carver of Order for a Unified Future for not doing their all to strengthen the Union – which led to an intense debate for months between the Exarch and the Paragon, eventually culminating in a limited degree of autonomy awarded to the Exarch to engage with Non-Dionae. They are a Cyclops-form, and are similar in age to Imposing Arbiter of Indomitable Persuasion; really only being a few decades younger than them. They are an Emphatic Echo mindtype and are well versed in several languages despite Rootsong being the only recognised language – such as Nral’malic, Tau Ceti Basic, Solarian Common and of course Rootsong.&lt;br /&gt;
&lt;br /&gt;
=== Warforged Sentinel of Unyielding Vigilance ===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Birthdate: March, 2386&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overseeing the Union’s military capabilities – and is the only known influential Dionae within the Union to have forcefully absorbed another Gestalt to ensure their Cluster would follow Carver of Order for a Unified Future; and as a result is a uniquely seen combination of Chaotic Carcophony and Tyrannical Tune mindtype. The absorption irrevocably changed Exarch Warforged Sentinel of Unyielding Vigilance, removing the affected Nymphs at this point in their lifespan has become impossible, they are more one than they have ever been. They are an Argus-form, and tower over the other Exarchs as they project intimidation; they have contributed significantly to the Union of Gla’orr’s view on non-Dionae, as well as the necessity to join the Commonwealth as to ensure a balanced future. They are amongst the youngest Exarchs, being only eighty years old. They also spearhead the Union’s Sentry Guards.&lt;br /&gt;
&lt;br /&gt;
=== Arch-Consul Enlightened Into the Truth Known ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Publically Unknown&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A prominent Dionae figure within the Triumvirate of Xrim, a unique position that bridges the governance of the Covenant of Xrim and its relationship with the Nralakk Federation. This role involves supervising compliance with the Triumvirate&#039;s laws and ensuring that the planet adheres to the protocols established by both the Federation and the Triumvirate. The Arch-Consul wields significant influence within the Triumvirate, making their voice one of the most authoritative in the Covenant. The Arch-Consul is an Argus-form Dionae, embodying Emphatic Echo which reflects their ability to synthesize vast amounts of information and discern the truth from it. This mindtype allows them to effectively navigate the complex political landscape of the Covenant and maintain the delicate balance between autonomy and compliance with the Federation&#039;s directives. Despite their long tenure, little is known about Enlightened Into the Truth Known&#039;s personal history or their formative years. They are enigmatic and they maintain a level of detachment that keeps others from understanding their true motivations. However, their commitment to the Federation&#039;s values and their unyielding stance against Glorsh-Omega have made them a key figure in ensuring that the Covenant of Xrim remains aligned with the Federation&#039;s broader goals.&lt;br /&gt;
&lt;br /&gt;
===Explorers Of An Everchanging Conundrum===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: February, 2318 CE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initially from Xrim, Explorers Of A Everchanging Conundrum is a xenobiologist known for their theories and research into the origins and evolution of Dionae, as well as for being the first Dionae to reach Primary Status. Explorers initially served as a representative of Xrim during the Federation’s first contact with the planet, and after being recognized for their intellect and understanding of Xrim’s particular wildlife they were allowed to join some of the more recognized Federation research institutes. They spent most of their time attempting to discover the origin of their species, as well as fully understanding their abnormal biology. Due to their countless contributions to the field and decades of work, they managed to become the first Dionae to achieve Primary status and has become an Idol to other Dionae in the Federation to show that their hard work can pay off. &lt;br /&gt;
&lt;br /&gt;
===Connections Of A Familiar Unknown===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Unknown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To help with contacting and communicating with the many Dionae gestalts and clusters floating throughout the void the Nralakk Federation employed many Dionae diplomats to aid with first contact, with the most well-known and accomplished Dionae diplomat being Connections Of a Familiar Unknown, a Geras-form cyclops originally from Xrim. Familiar Unknown is one of the most widely known Dionae amongst their species in Federation Space due to the work as one of if not the most accomplished Dionae Diplomats, having been known to initiate first contact and aid in the indoctrination of a plethora of Wild Dionae into the Federation over the years. In 2334, two years after first contact with Humanity, Familiar Unknown retired from their position as a diplomat and took up the work of an artist, focusing their effort on drawing celestial objects, stars, and the cosmos as a whole. &lt;br /&gt;
&lt;br /&gt;
===The Silent Friend Embracing The Weeping Souls In A Blanket Of Purity And Love or “Taarazi”===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Unknown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Purity And Love, generally just known as Taarazi, is a well-known Argus-form Dionae on Moghes. While not the first Dionae to land on the planet or get in contact with either Wasteland villages or the Hegemony, Taarazi is rather famous for being one of the first Argus-sized Dionae documented on the planet, in addition to stories about them going missing after being found by the Hegemony. This resulted in a massive search and rescue operation that ended with their resurgence. Sometime after High Priest Unzi declared Dionae to be a sacred species worthy of respect, although not worship.  Since then Taarazi has remained in the village they were originally found in, with the Dionae becoming a minor tourist attraction for some wasteland wanderers, as well as some Hegemony citizens wishing to see the size of the Dionae. Over the years some nymphs have been grown from Taarazi in order to assist villages in more irradiated locals with radiation cleanup.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Dionae&amp;diff=34119</id>
		<title>Notable Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Dionae&amp;diff=34119"/>
		<updated>2024-09-02T10:16:17Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
===Connected to the Blossoms Beyond===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Contended, believed to be around 2365 CE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Connected to the Blossoms Beyond (Connected to the Blossoms Beyond reaching to the Eternal) is the High-Overseer of the Eternal faith, based within the Eternal Temple on Biesel. Connected to the Blossoms Beyond comes from quite a rather distinct lineage - one considered to be the eldest of the entirety of the SASV Ophion. Supposedly capable of being traced back almost six or seven millennia, where seniority is a species concept that is respected by all, it was inevitable that Blossoms would rise and accomplish what they have. Their formative years were spent gathering support, and funds, for the creation of the Eternal Temple whilst on New Gibson - but after resettling themselves to Biesel. The six-decade-long construction efforts would eventually come to a head in 2431 CE and thus push the Argus to become the leader of the entire Dionae community of Biesel. Considered a loving, extremely respected, and well-liked Gestalt, they are known to be extremely pleasant and hospitable, being well-versed in cross-species communication and speaking all known common languages fluently.&lt;br /&gt;
&lt;br /&gt;
===Rationing Knowledge of Embodied Sanguis===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: April, 2332 CE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Rationing Knowledge Of Embodied Sanguis often referred to as Sanguis, is a Geras-form Argus known for the creation of the Ichor Genetic Learning Organisation, a legally-run organization known for gathering blood that can be utilized by Dionae to gain experiences. Sanguis is also the main spokesperson for the organization, quite often going on tours to host blood drives so that the blood they gather can be donated or sold. During more busy months for the organization, Sanguis will usually only send a single nymph or a small collection of them to assist in promoting blood drives in slightly more high-profile areas. They are also the Head of Faith for the Ichor Eternal. &lt;br /&gt;
&lt;br /&gt;
===Amplified by Probing Discoverings of Unknown Investigations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Unknown, thought to be around the 2250s.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Originating from the Scorned, an oppressed population within the Covenant of Xrim, they have largely been the greatest contributor to the contemporary iteration of the Iron Eternal. They are amalgamated with dozens of different augmentations, which make it slightly more difficult to merge with the rest of the Omnivirate. Their location is a close-guarded secret across the Covenant of Xrim, in fears that they will be retaliated against by either the Enlighted or the Nralakk Federation due to their support of artificial intelligence. They are a Learning Lyrics-minded Argus. &lt;br /&gt;
&lt;br /&gt;
=== Embodiment of Tranquil Stewardship ===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: August, 2360 CE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Chairman of the Consortium’s Chambers, a Cyclops-form Gestalt that has been in politics since 2424 CE – having begun as a lowly administrative assistant to a Borough Councillor, following the adoption of the political hierarchy of the Nralakk Federation with the formation of the Consortium. They quickly managed to climb the ranks, before fulfilling the position of Deputy Chairman in 2442 CE. Merely eight years later, they ascended and now lead Consortium First, remaining the incumbent political party. They attended the Gliutip&#039;lyaz University between 2399 CE and 2420 CE; having studied a variety of fields relating to socio-economics. This has led to those from the other factions present on Hieroaetheria to claim they are a political puppet for the Nralakk Federation, despite the Chairman often going against their policies, despite being thankful for what they have given to Hieroaetheria following First Contact – decisively announcing to the Consortium’s Chamber shortly after inauguration that “Hieroaetheria must begin their own path, and give homage to the forebearers of the Consortium and the Commonwealth, but ultimately carve their own existence in the unforgiving Spur.”&lt;br /&gt;
&lt;br /&gt;
===Ecclesiarch Sanctified Seeker of Holy Communion=== &lt;br /&gt;
&#039;&#039;&#039;Birthdate: June, 2143 CE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Ecclesiarch a rather old Dionae, having been grown two centuries before the founding of the Eternal Republic of the Ekane, in 2143 CE. They were critical in the founding of the religious authority that governs the Eternal Republic – as well as the Knights of the Eternal. They are an Argus-form Gestalt and sport a rather dark, brown appearance with a slight golden hue – on their younger Nymphs, incorporated throughout the years to assist in maintaining mobility, as well as to reinvigorate the Gestalt. Though Dionae from the Eternal Republic of the Ekane would not dare insult Ecclesiarch Sanctified Seeker of Holy Communion, they are known to be deceptive and manipulative to get their way, exploiting the concept of their relationship with the Eternal for personal gain, and to sow discord across the Eternal Republic to maintain their religious authority. They do not keep their disdain for non-Dionae a secret either, having interacted with both Skrell and Humans present on Hieroaetheria, who often report back the palpable hatred the Ecclesiarch displays. It is suspected the Ecclesiarch has a Tyrannical Tune mindtype.&lt;br /&gt;
&lt;br /&gt;
===Ecclesiarch Devoted Emissary of Divine Benediction===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January, 2350 CE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Ecclesiarch sports a rather youthful appearance, having only been grown a few years prior to the founding of the Eternal Republic in 2350 CE. Chosen by Ecclesiarch Sanctified Seeker of Holy Communion, Devoted Emissary of Divine Benediction has become instrumental in the development of the Eternal Republic’s industry. They do not waste breath on conservation, nor on restriction – merely complete and utter industrialism, in a controlled manner of course, so as to not cause an imbalance of power between the people and the Ecclesiarchs. Sharing Ecclesiarch Sanctified Seeker of Holy Communion, Devoted Emissary of Divine Benediction holds no light to non-Dionae, and rarely if ever interacts with them – going out of their way to ensure the other Ecclesiarchs instead take the reigns on non-Dionae affairs. They are said to hold a Seasoned Song mindtype, despite only being a little of a century old, with the social Nymph being entirely encased in immobilising growths. They are a Cyclops-form Dionae.&lt;br /&gt;
&lt;br /&gt;
===Ecclesiarch Hallowed Pilgrim of Redemption&#039;s Light===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Unknown&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Ecclesiarch is enigmatic, and little is known about the Ecclesiarch despite their role within the Eternal Republic. Some believe they were to have been grown around the same time as Ecclesiarch Sanctified Seeker of Holy Communion, but others indicate the lack of immobilising growths as indicating the Gestalt to perhaps be younger than Ecclesiarch Devoted Emissary of Divine Benediction. Regardless, they have been Ecclesiarch since the founding of the Eternal Republic, and typically handle the external affairs of the nation – engaging with the Consortium and the Union, as well as anything that may involve non-Dionae. They only leave the Eternal Beacon Cathedral when required, otherwise choosing to engross themselves in their worship of the Eternal, or studying its teachings. Their mindtype is not known, despite attempts to uncover it by non-Dionae reporters, who are quickly shut down by the Ecclesiarch’s Knights of the Eternal that maintain an almost consistent guard over the religious authority. They are an Argus-form Dionae.&lt;br /&gt;
&lt;br /&gt;
=== Paragon Carver of Order for a Unified Future ===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: December, 2391 CE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Paragon of the Union of Gla’orr since its divorce from Consortium-middlings in 2410 CE – in which they rose to power following the forced absorption of their conglomerate’s elected representative to the emissaries from the west, and declaring the creation of a new, sovereign nation that would not bow down to “inferior species believing they may direct our futures”. During the first few years following the inception of the Union, they spread their message across Gla’orr, bringing more and more conglomerates beneath their administration. Despite this, Carver of Order for a Unified Future has admitted the necessity of having diplomatic relations with the Consortium – despite their influence by non-Dionae, claiming it a necessity to strengthen the ties between the nations present on Hieroaetheria – which cannot be done without further attempts to sway the Consortium from their misguided beliefs. It is due to their beliefs of non-Dionae as being inferior, the Union of Gla’orr has structured their political affairs to exclude non-Dionae, as well as persecute them for their mere existence within their borders.&lt;br /&gt;
&lt;br /&gt;
===Exarch Imposing Arbiter of Indomitable Persuasion===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: July, 2369 CE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Largely considered the mind behind the Union’s control techniques – though not as one would think. As opposed to censoring information from the public, Exarch Imposing Arbiter of Indomitable Persuasion upholds a level of unbridled information access; meaning information is neither redacted or censored – merely allowed for any Dionae to explore should they so desire; however, this does not mean it is without its own bias. Information regarding inter-species reliance is often heavily discredited as showing weakness – where they are unable to help themselves and therefore must extend themselves whilst vulnerable to seek help. They have also been known to engage in economic affairs following their appointment as overseer of a Unitary. They are an advocate for a strong Hieroaetheria, one that is overseen by and for Dionae. They are a Cyclops-form and are one of the eldest Exarchs being nearly three centuries old. They are a Competence Choir mindtype and have many different social nymphs to utilize depending on the circumstances.&lt;br /&gt;
&lt;br /&gt;
===Regal Arbiter of Diplomactic Accord ===&lt;br /&gt;
&#039;&#039;&#039;Birthdate: September, 2390 CE&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Union’s leader in diplomacy between other Hieroaetherian Nations, as well as the Covenant of Xrim; however, unlike the other Exarchs, they are more open to limited diplomatic relations to non-Dionae within the Orion Spur, even placing formal protest against Paragon Carver of Order for a Unified Future for not doing their all to strengthen the Union – which led to an intense debate for months between the Exarch and the Paragon, eventually culminating in a limited degree of autonomy awarded to the Exarch to engage with Non-Dionae. They are a Cyclops-form, and are similar in age to Imposing Arbiter of Indomitable Persuasion; really only being a few decades younger than them. They are an Emphatic Echo mindtype and are well versed in several languages despite Rootsong being the only recognised language – such as Nral’malic, Tau Ceti Basic, Solarian Common and of course Rootsong.&lt;br /&gt;
&lt;br /&gt;
=== Warforged Sentinel of Unyielding Vigilance ===&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Birthdate: March, 2386&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Overseeing the Union’s military capabilities – and is the only known influential Dionae within the Union to have forcefully absorbed another Gestalt to ensure their Cluster would follow Carver of Order for a Unified Future; and as a result is a uniquely seen combination of Chaotic Carcophony and Tyrannical Tune mindtype. The absorption irrevocably changed Exarch Warforged Sentinel of Unyielding Vigilance, removing the affected Nymphs at this point in their lifespan has become impossible, they are more one than they have ever been. They are an Argus-form, and tower over the other Exarchs as they project intimidation; they have contributed significantly to the Union of Gla’orr’s view on non-Dionae, as well as the necessity to join the Commonwealth as to ensure a balanced future. They are amongst the youngest Exarchs, being only eighty years old. They also spearhead the Union’s Sentry Guards.&lt;br /&gt;
&lt;br /&gt;
=== Arch-Consul Enlightened Into the Truth Known ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Publically Unknown&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A prominent Dionae figure within the Triumvirate of Xrim, a unique position that bridges the governance of the Covenant of Xrim and its relationship with the Nralakk Federation. This role involves supervising compliance with the Triumvirate&#039;s laws and ensuring that the planet adheres to the protocols established by both the Federation and the Triumvirate. The Arch-Consul wields significant influence within the Triumvirate, making their voice one of the most authoritative in the Covenant. The Arch-Consul is an Argus-form Dionae, embodying Emphatic Echo which reflects their ability to synthesize vast amounts of information and discern the truth from it. This mindtype allows them to effectively navigate the complex political landscape of the Covenant and maintain the delicate balance between autonomy and compliance with the Federation&#039;s directives. Despite their long tenure, little is known about Enlightened Into the Truth Known&#039;s personal history or their formative years. They are enigmatic and they maintain a level of detachment that keeps others from understanding their true motivations. However, their commitment to the Federation&#039;s values and their unyielding stance against Glorsh-Omega have made them a key figure in ensuring that the Covenant of Xrim remains aligned with the Federation&#039;s broader goals.&lt;br /&gt;
&lt;br /&gt;
===Explorers Of An Everchanging Conundrum===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: February, 2318 CE&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Initially from Xrim, Explorers Of A Everchanging Conundrum is a xenobiologist known for their theories and research into the origins and evolution of Dionae, as well as for being the first Dionae to reach Primary Status. Explorers initially served as a representative of Xrim during the Federation’s first contact with the planet, and after being recognized for their intellect and understanding of Xrim’s particular wildlife they were allowed to join some of the more recognized Federation research institutes. They spent most of their time attempting to discover the origin of their species, as well as fully understanding their abnormal biology. Due to their countless contributions to the field and decades of work, they managed to become the first Dionae to achieve Primary status and has become an Idol to other Dionae in the Federation to show that their hard work can pay off. &lt;br /&gt;
&lt;br /&gt;
===Connections Of A Familiar Unknown===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Unknown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To help with contacting and communicating with the many Dionae gestalts and clusters floating throughout the void the Nralakk Federation employed many Dionae diplomats to aid with first contact, with the most well-known and accomplished Dionae diplomat being Connections Of a Familiar Unknown, a Geras-form cyclops originally from Xrim. Familiar Unknown is one of the most widely known Dionae amongst their species in Federation Space due to the work as one of if not the most accomplished Dionae Diplomats, having been known to initiate first contact and aid in the indoctrination of a plethora of Wild Dionae into the Federation over the years. In 2334, two years after first contact with Humanity, Familiar Unknown retired from their position as a diplomat and took up the work of an artist, focusing their effort on drawing celestial objects, stars, and the cosmos as a whole. &lt;br /&gt;
&lt;br /&gt;
===The Silent Friend Embracing The Weeping Souls In A Blanket Of Purity And Love or “Taarazi”===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: Unknown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Purity And Love, generally just known as Taarazi, is a well-known Argus-form Dionae on Moghes. While not the first Dionae to land on the planet or get in contact with either Wasteland villages or the Hegemony, Taarazi is rather famous for being one of the first Argus-sized Dionae documented on the planet, in addition to stories about them going missing after being found by the Hegemony. This resulted in a massive search and rescue operation that ended with their resurgence. Sometime after High Priest Unzi declared Dionae to be a sacred species worthy of respect, although not worship.  Since then Taarazi has remained in the village they were originally found in, with the Dionae becoming a minor tourist attraction for some wasteland wanderers, as well as some Hegemony citizens wishing to see the size of the Dionae. Over the years some nymphs have been grown from Taarazi in order to assist villages in more irradiated locals with radiation cleanup.&lt;br /&gt;
&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34118</id>
		<title>Moghresian Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34118"/>
		<updated>2024-09-02T07:54:35Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Overview */&lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Unathi_Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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=Overview=&lt;br /&gt;
&lt;br /&gt;
A budding population of [[Dionae]] exist across [[the Wasteland]], with some even making their way into the Hegemony&#039;s sphere of influence. Crashing down on the planet following a perceived meteor shower in the early 2450s, the presence of Dionae across Moghes has become apparent to the Hegemony and the wider interstellar community. [[Dionae]] have maintained coexistence with the Unathi, primarily Wastelanders, borrowing heavily from Unathite culture, using their unique properties to serve the communities they&#039;re a part of. However, more sinister Unathi have begun to cultivate, and subsequently, trade the species due to their usefulness. &lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
[[File:DionaeHistory1.gif|thumb|alt=Unathi First Discovery.|The first Unathi discovery was merely the watching of a meteor shower, later discovered to be Dionae seeds.]]&lt;br /&gt;
The introduction of [[Moghes]] to the greater interstellar community, following first contact, brought with it a plethora of species already incorporated – particularly the [[Dionae]] of the [[Nralakk Federation]]. The Federation’s involvement with the Izweski Hegemony prior to the establishment of the Ouerean Confederation allowed for [[Dionae]] to already become a somewhat known species – though obviously only to those within the upper echelons of the Hegemony’s political sphere. Despite [[Dionae]] already being introduced to the Hegemony prior to the Contact War, the arrival of the species as they are currently known occurred in 2451 CE after a perceived meteor shower scattered thousands of seeds across [[the Wasteland]] of [[Moghes]]. These seeds created oases in previously uninhabitable, irradiated areas of the Northern Wastelands, turning them into thriving ecosystems. The Unathi had initially believed these changes were miraculous but eventually discovered that the [[Dionae]] were responsible for cleansing the radiation. As the Unathi learned to communicate with the species, a symbiotic relationship developed: the [[Dionae]] purified the land in exchange for care, leading to their integration into Unathite society, however, some were captured and the commencement of [[Dionae]] trading spurred across [[Moghes]]. &lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
===Syncretism of the Eternal &amp;amp; Unathi Faiths===&lt;br /&gt;
====Th’akh====&lt;br /&gt;
The Ichor Eternal and Th’akh faiths seamlessly blend into the naturalistic reverence of Th’akh with the transformative ideals of the Ichor Eternal – the [[Dionae]], who embody both the primal forces of nature and the potential for endless evolution, find that the syncretism between the faith a path that honours their existence and growth. It is believed that the “Ichor” is the life-giving essence that flows through all living things – this is where the moniker of “Blood Eternal” originates from. This essence is believed to not merely be physical, but also spiritual, connecting all beings in a vast web of life. The Ichor is both the source of life and the conduit through which spiritual energy flows, embodying the life cycle that Th’akh venerates. The unique existence of [[Dionae]] as a collective organism is seen as the perfect manifestation of both faith’s ideals – just as the [[Dionae]] come together to form a greater whole, it is taught within Th’akh that all life is interconnected, and true spiritual fulfilment comes from the harmony between the individual and collective, nature and technology and past and future. Unique to those on Moghes, the Eternal Path – or the Th’akh Cycle – teaches that life is an endless cycle of growth, decay and rebirth. The Ichor, as the essence of life, is ever-changing, flowing through different forms and experiences. It is believed that by embracing change and growth, [[Dionae]] shall then honour this cycle and contribute to the eternal flow of the Ichor. The philosophy of the faith’s syncretism is that life is a journey of growth and transformation, where every being plays a part in the greater cycle of existence. By embracing both the natural world and the potential for evolution, it is believed that the [[Dionae]] are the ultimate expression of these ideals, with their ability to exist as both individuals and as a collective – through their practices and beliefs, they hold the ever-flowing essence of the Ichor and Th’akh. &lt;br /&gt;
&lt;br /&gt;
====Sk’akh==== &lt;br /&gt;
&lt;br /&gt;
Given the deep connection between the beliefs of [[Dionae]] and their reverence for nature and balance, it isn’t surprising that Sk’akh has connected with some tenets of the Eternal – primarily Ichor. The syncretic belief system combines the Sk’akh reverence for order and the cosmos with the Th’akh focus on spirits, nature and personal harmony – mostly rooted in the fact that [[Dionae]] were first introduced to Th’akh, before Sk’akh. It is viewed by [[Dionae]] with this belief that the universe is a carefully maintained balance of forces, guided by the divine order of Sk’akh, and its Elders, while also embracing the fluidity and interconnectedness of the spirit world emphasized by Th’akh. The universe is a grand design maintained by Sk’akh, whose influence is seen in the natural cycles and the cosmic order, [[Dionae]] believe that their harmonious existence with nature is therefore part of this cosmic order. The balance between the material plane and spirit world is crucial, and [[Dionae]] act as guardians of this balance, using their unique connection to nature and the spiritual to maintain harmony – thanks to their unique genetic absorption abilities. The [[Dionae]] believe that the Beastlands are seen as a paradise, not just for the Unathi, but for all beings who live in harmony with Sk’akh’s order; it is often depicted as a place where nature thrives in its purest form – directly opposite to the Chained Wastes, often characterised by those seeking to disrupt the balance, but uniquely, it is not seen as a punishment by [[Dionae]]. It is thought to be a necessary part of the cosmic order to ensure that chaos does not reign. Borrowed from their Th’akh foundations, [[Dionae]] believe that the Ichor of a person can return to the material plane – usually after some kind of purification, to continue their growth and maintain the balance sought by Sk’akh. Ichor, as similarly seen in the Th’akh syncretism, is seen as the lifeblood of the universe, a sacred substance that flows through all living things, connecting them to both Sk’akh and the material plane – it is revered in rituals, symbolizing the connection between body, spirit and the cosmos. It is believed that the purity of a person’s ichor is a reflection of their spiritual harmony and connection to Sk’akh. Rituals involving the consumption or offering of Ichor are central to their practices, seen as acts of devotion and balance. Similarly to Unathi, [[Dionae]] will perform tributes and dedications to the Fisher, Healer and Warrior. The Church has yet to take a stance on [[Dionae]]. &lt;br /&gt;
&lt;br /&gt;
====Si’akh====&lt;br /&gt;
The syncretism between Si’akh and the Eternal emerged following the co-existence between Unathi and [[Dionae]] in close proximity following the Contract War. It blends the [[Dionae]]’s reverence for genetic learning with the emphasis of Si’akh’s spiritual purification and asceticism – at its core, it teaches that true enlightenment and salvation and achieved through the amalgamation of ancestral knowledge, and purification of one’s soul through trials – with the former having an emphasis on genetic sampling. It is believed that by ingesting genetic material – such as blood – they can access the memories, experiences and wisdom of their predecessors, which has seen utilisation by Unathi – who consider such ritual to be a sacred rite, enabling adherents to carry the “Echoes” of their ancestors within them. Emulating the ascetic traditions of Si’akh, [[Dionae]] lead lives of simplicity and restraint, in which they abstain from indulgent behaviours, focusing instead on spiritual growth and community service – this is the ultimate goal, to reach a transcendental state where the [[Dionae]] becomes a collective consciousness with the ancestors, enriched by accumulated knowledge. It is largely thought that forceful acquisition of genetic material is not to show restraint, and any form of coercion, kidnapping or unethical extraction is considered taboo, tarnishing the purity sought through Si’akh – [[Dionae]] must be taught to seek willing donors and to honour the gift of their genetic abilities with profound respect and gratitude.&lt;br /&gt;
 &lt;br /&gt;
====Aut’akh====&lt;br /&gt;
&lt;br /&gt;
As far as parallels go, Aut&#039;akh and Iron Eternal are the most similar - other branches tend not to align with the Aut&#039;akh, nor do they seek to support them, particularly when confronted with the threat of termination through association with the Aut&#039;akh. In its present form, the religion fuses the Aut’akh desire to attain self-actualization through augmentation, the Iron Eternals&#039; belief that technology is essential for spiritual growth, and a shared reverence for the fusion of flesh, spirit, and machine. Although it is predominantly practised by the [[Dionae]], some Sinta have begun to follow it as well – particularly those seeking to transcend the limitations of flesh and spirit with technological integration while maintaining their distinctive spiritual traditions. Additionally, it is largely decentralized, since many Moghes inhabitants who follow such faith can find themselves in hot water with the local population, especially those who follow the Sk&#039;akh or Th&#039;akh faith. In addition to traditional Th&#039;akh and Sk&#039;akh followers, who oppose these beliefs, megacorporations and governments view these beliefs as subversive – an unfortunate byproduct of Aut&#039;akh values. &lt;br /&gt;
&lt;br /&gt;
=== Way of Life === &lt;br /&gt;
&lt;br /&gt;
Unlike other locations within the greater Spur, the way of life for [[Dionae]] within the Izweski Hegemony can vary greatly. Depending on the geography of one’s birth, a [[Dionae]] can find themselves bred for cultivation, and subsequently trading, or even within the annals of a Clan becoming their Chronicler – at least those that have. Though the population of [[Dionae]] continues to grow as their presence becomes more cemented within the Hegemony, they are still a rather infrequent sight – vast majorities of the Unathi across the Hegemony have laid their eyes on the species, at least not in the flesh. Stories are carried along the rumour mill of their abilities, some contorting them into nightmarish tales as a method to urge Unathi to be wary within [[the Wasteland]], which typically ushers many of the lower-born Unathi to seek the species to “realize” for themselves, their standing on the species. &lt;br /&gt;
&lt;br /&gt;
Though rare, [[Dionae]] are slowly becoming a rather substantive population within the Hegemony – thanks to their asexual reproductive abilities, and abundance of radiation within [[the Wasteland]] – and are expected to become the second-highest population of non-Unathi within the next three decades. The Hegemony has not taken any official stance on the species, despite their growing numbers, which places them in a rather weird position with the greater Hegemony, and the sub-factions within. Each has a unique approach to the species and uses them for its own advantages. However, as time marches on, it is clear that the Hegemony will soon have to make a decision on [[Dionae]] – whether it be for good, or for bad – as time is running out on how to handle their presence. &lt;br /&gt;
&lt;br /&gt;
Exploitation of [[Dionae]] extends beyond their cultivation and trading; it is embedded in the very fabric of their existence within the Hegemony. As a species that thrives on symbiosis and collective growth, the [[Dionae]] are often perceived as tools or resources to be exploited rather than sophonts deserving of autonomy and rights. Moghes’ harsh labour conditions in resource-rich but dangerous environments often see [[Dionae]] being exploited for their regenerative capabilities. [[Dionae]] are expected to endure gruelling work that would be lethal to other species. While their ability to regenerate might allow them to survive, the psychological and physical toll is immense. These conditions, coupled with the lack of any official recognition for their sentience and rights, make the [[Dionae]] particularly vulnerable within the Hegemony. &lt;br /&gt;
&lt;br /&gt;
=== Honour ===&lt;br /&gt;
==== Code of the Bz’tnzai ==== &lt;br /&gt;
&lt;br /&gt;
[[Dionae]] that find themselves elevated to Bz’tnzai are designated as cultivators of the next generation of beings; they are to hold the utmost respect for their Clan, and ensure that their actions are in alignment with the desires of the Clan Head. They are the stewards of growth, and protectors of the harmonic life cycle – they are oftentimes even viewed as performing the work of the respective Unathi religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Bz&#039;ntzai&#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;
&#039;&#039;&#039;I. Stewardship of Growth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to preserve life, the Bz&#039;tnzai are charged with cultivating and nurturing new Dionae. Throughout the growth of each sapling, from its earliest sprout to its full maturity, it must be nurtured and cared for with unwavering dedication. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Preservation of Harmony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz&#039;tnzai must maintain a balance between Dionae and Unathi. As caretakers of both species, they must meet the needs of the Unathi, respecting their traditions and well-being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Guardians of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a similar vein to the Chronicler, the Bz’tnzai are keepers of the knowledge of Dionae cultivation. They must ensure that the teachings given to them are preserved and imparted to new generations, ensuring the continuity of the practice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Sacrifice for the Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the community is threatened, the Bz’tnzai must be prepared to sacrifice for the greater good. Whether it be time, resources, or even their own lives, they must place the welfare of the many above the needs of the few, ensuring the survival and prosperity of all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Honouring the Cycle of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz’tnzai must understand that life is a cycle of growth, decay, and renewal. They must honour this cycle, ensuring that the passing of life is met with dignity and that the remnants of the old nourish the new, continuing the eternal dance of existence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Sentinel==== &lt;br /&gt;
&lt;br /&gt;
A Gestalt following the Sentinel Code is often concerned with precedent and the security of the community. [[Dionae]] who follow this path are beings of action. A Gestalt who manifests this aspect is encouraged to make sure that their actions speak for themselves and to be candid and direct. Since the Sentinel expresses itself by taking action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Sentinel&#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;
&#039;&#039;&#039;I. Righteousness Above All&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel places the truth as seen before them above all else. Their actions must reflect this unwavering commitment to Righteousness. They stand as beacons of fairness and honesty, never disguising their motives or obscuring facts. Righteousness guides all other principles, shaping the path the Sentinel follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Mercy for the Weak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel protects those who cannot protect themselves, offering Mercy to the weak and innocent. They do not harm the defenceless or take advantage of the vulnerable. Surrender to a Sentinel is an act of honour, ensuring fair treatment and respect. Mercy is shown even in battle, where honour dictates the restraint of power over those who are subdued.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Integrity of Word&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Sentinel&#039;s word is their bond, carrying the weight of their Integrity. Once a commitment is made, the Sentinel ensures that reality conforms to their promise. Integrity is the balance to Righteousness, demanding that the world itself be shaped to honour the Sentinel&#039;s word.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Loyalty to Leadership and Kin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loyalty binds the Sentinel to their superior, be it a Lord, clan leader, or partner. A Sentinel would willingly sacrifice their life for the protection of their leader or kin. However, Loyalty is not blind; if obeying an order would violate any of the other tenets, the Sentinel is duty-bound to refuse in order to maintain their honour.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Chronicler====&lt;br /&gt;
&lt;br /&gt;
The Code of the Chronicler represents the embodiment of wisdom, memory, and the pursuit of knowledge within the [[Dionae]]. Chroniclers are the living repositories of a Clan’s history, wisdom, and cultural identity, and they dedicate their existence to the cultivation of knowledge and the guidance of future generations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Chronicler&#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;
&#039;&#039;&#039;I. The Pursuit of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are driven by an insatiable desire to gather knowledge from every corner of the cosmos. They are beings of contemplation, preferring to observe, listen, and learn before they speak. Their curiosity knows no bounds, and they seek to understand not just the physical world, but the spiritual, cultural, and emotional dimensions of existence as well. Every piece of information, every memory absorbed, is a treasure that adds to the vast library of knowledge that Chroniclers maintain within themselves and their clan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. The Guardian of Wisdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the custodians of their clan&#039;s collective memory, Chroniclers bear the immense responsibility of safeguarding the wisdom of the past. This role is not merely about hoarding knowledge but also about interpreting it and applying it to guide others. Chroniclers are expected to use their accumulated wisdom to enrich their communities, ensuring that the lessons of history are passed down and that the knowledge they possess benefits all. They teach, advise, and mentor, raising clusters of gestalts to independence and preparing them for the challenges of life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. The Ethical Use of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge is power, but it is also a responsibility. Chroniclers adhere to a strict ethical code, ensuring that the knowledge they possess is never used for personal gain or to further selfish ambitions. It is a grave taboo for a Chronicler to exploit their vast stores of information for their own benefit. Instead, they seek to find champions—individuals or causes worthy of their knowledge and guidance. By sponsoring and advising these champions, Chroniclers ensure that their wisdom is put to noble use, serving the greater good of the clan and the broader community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. The Role of the Mentor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are more than mere advisors; they are mentors and spiritual guides. Within the Oasis clans, Chroniclers are revered as the caretakers of the mental and spiritual well-being of the gestalts. They provide counsel not just in matters of knowledge, but in matters of the soul, helping their kin navigate the complexities of existence. They nurture the growth of young gestalts, helping them find their place within the clan. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. The Keeper of Memory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
True to their name, Chroniclers are the archivists of their clan&#039;s history. They meticulously record and preserve the memories of their people, ensuring that nothing is lost to the sands of time. Their stories are more than just entertainment; they are the lifeblood of the clan&#039;s cultural identity, connecting the present with the past and providing a sense of continuity and purpose. Chroniclers are renowned for their storytelling abilities, weaving tales that are rich in wisdom and filled with the echoes of countless lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. The Legacy of the Chronicler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Chronicler&#039;s ultimate goal is to leave a legacy of wisdom that will endure long after they have passed into the collective memory of the Dionae. This legacy is not measured in material wealth or personal achievements, but in the lives they have touched, the knowledge they have preserved, and the wisdom they have imparted. A Chronicler lives on in the stories they tell, the advice they give, and the generations they raise to carry forward the torch of knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VII. The Eternal Observer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are eternal observers, ever watchful and ever learning. They are patient, knowing that the pursuit of knowledge is a lifelong journey with no end. They take the long view, understanding that wisdom is not just about knowing facts, but about understanding the deeper truths that lie beneath the surface. As they observe the world around them, they remain committed to the principles of their code, always seeking to use their knowledge to serve others and to guide their clan toward a brighter future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
&lt;br /&gt;
The use of Nymphs as makeshift prosthetics is a rare practice, but one which is more common on Moghes than most other locales in the Spur. The first reports of [[Dionae]] symbiosis came from the Clan Dorviza of [[the Wasteland]], and were first dismissed as outlandish tales - only to be confirmed. Though the general Unathi skepticism of cybernetics meant many were wary as to this new development, it was broadly agreed at the Hegemon’s great religious conclave that symbiosis was not damaging to the soul. The practice is still rare, and mostly contained to [[the Wasteland]] - though the House of Medicine has on occasion sold specially-grown Nymphs as prosthetics. Due to the rarity of [[Dionae]] and the difficulty of preparing a symbiote, this procedure is rare and extortionately expensive. In [[the Wasteland]] it is more common, though still an oddity, and largely practised by the Dorviza - though the continued growth of [[Dionae]] in the region has led to symbiosis occurring among several of the prominent Wasteland groups. Largely, symbiosis occurs in the form of replacement limbs - though experiments have been carried out on deeper or more extensive forms of the process, with the Skalamar University of Medicine carrying out several trials on the usage of purpose-grown nymphs as replacement organs. The renowned scholar Tarskin Tarwa led the first round of these trials, and reportedly had great success - until the truth of his experiments in Sinta-Diona compatibility came to light. Though the specifics of his process were sealed by order of the University’s administration, he was charged with gross violations of University ethical standards and expelled, fleeing Moghes to avoid criminal prosecution. Skalamar urban legends claim that Tarwa was mad, seeking immortality through unnatural and bloody experiments - and that he continues his dark research on the edge of space, even now. Though Tarwa’s research never saw the light of day, the Hegemony remains at the forefront of research into [[Dionae]] symbiosis, with some experiments continuing at the Skalamar University of Medicine - though carefully, and with controlled supervision from Hegemony officials.&lt;br /&gt;
&lt;br /&gt;
== Cultivation &amp;amp; Trading ==&lt;br /&gt;
&lt;br /&gt;
Captured by Unathi upon the discovery of their “healing” capabilities to [[Moghes]] following its’ nuclear cataclysm, [[Dionae]] have become a valuable commodity across [[the Wasteland]] – leading to their cultivation and subsequent trafficking. Depending on the Clan, [[Dionae]] may either be seen as gifts of incredible value – or even those comparable to other Unathi and therefore find themselves accepted as a member of the Clan as individuals in their own right – this does not negate that [[Dionae]] from [[Moghes]] may have had a significantly different “upbringing” as opposed to its other barky kindred. &lt;br /&gt;
[[File:685b5cb7792d62e0cd6708a332bd5e5e.png|thumb|A Dionae being used in the Wastelands by the Reclaimers. ]]&lt;br /&gt;
=== Cultivation ===&lt;br /&gt;
&lt;br /&gt;
Similarly to Dionae in the [[Nralakk Federation]], there exist individuals who focus on the tendering of nymph pods referred to as &#039;&#039;&#039;Bz’tnzai&#039;&#039;&#039;, when translated literally into [[Languages|Tau Ceti Basic]] meaning “Growers”, using &#039;&#039;&#039;Bz’ntzai Realms&#039;&#039;&#039; which exist merely as places of high radiation where maturation of pods occurs much quicker. Through this practice, the lifespan and health of Bz’ntzai are plagued by the byproducts of radiation exposure slowly resulting in a decrease of Unathite Bz’tnzai but instead being replaced by Dionae who have either been trained or taught through consumption of the deceased Bz’tnzai on the methods of cultivation. This has resulted in an increase of the [[Dionae Mindtypes|Mourning Mass]] being found across Dionae Bz&#039;tnzai. &lt;br /&gt;
&lt;br /&gt;
In particular, &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; has become renowned through the [[The Wasteland|Wastelands]] for their rearing of Dionae, and in particular, the methods they employ as to ensure a Gestalt is able to find itself managing the Wastelands, and its integration into the greater Hegemony; through specialising in the biomatter available to each cultivated Bz’ntzai Realms allowing “particular expertise” to be taught to Dionae subsequently also raising the value of the “commodity” where the Clan elects to instead gift or sell the Dionae as opposed to integrating them as a member of Dorviza. Oftentimes Clan Dorviza will utilize the Dionae as limbs – grafting them onto stumps where limbs existed previously, giving a new lease on life to those who previously found themselves confined to conventional means of living with their disabilities. &lt;br /&gt;
&lt;br /&gt;
Though there exists purposeful cultivation of Dionae, there also exists natural cultivation, often by Dionae wandering the Wastelands electing to disgorge seeds in areas of particularly high radiation – recognising within themselves the possibility to clean the area as a way to offer assistance to the Unathi, but more so provide a stable and nutritious spawning area for the next generation of nymphs that its’ seeds will yield. These unkept cultivation areas often find themselves preyed upon by [[Moghes#Siro_(Shrieker)|Siro]] circling overhead, or even Unathi that see an opportunity to capture and trade away the nymphs to ensure their survival as the Wasteland continues to grow and make life scarce.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
Though there exist countless Gestalts that exist free of having been traded, there exist those that have had an upbringing subject to specific cultivation so that they may be traded away in exchange for particular commodities. This primarily occurs within the Wastes, with &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; being the primary culprit for the advent of Dionae trading, there have been sightings of the trading extending into the eastern cities, in particular, &#039;&#039;&#039;Baandr&#039;&#039;&#039;, &#039;&#039;&#039;Res’karum&#039;&#039;&#039; and &#039;&#039;&#039;Mudki&#039;&#039;&#039;. However, the value is primarily dependent on what skills the Dionae has, with the continuously fluctuating value sometimes resulting in a Gestalt costing several [[Moghes#Azkrazal_(Threshbeast)|Azkrazal]] and sometimes even just a few bottles of [[Moghes#Xuizi_Cactus|Xuizi Juice]]. &lt;br /&gt;
&lt;br /&gt;
The trafficking conduct of those within the Dionae trade varies it primarily strays away from abusive treatment, mostly due to it resulting in less value gained when trading the Gestalt – where one has had their personality altered or injured to a degree that they no longer have usefulness to the one gaining the Gestalt. It primarily resembles as to how [[Unathi]] treat their domestic fauna such as the [[Moghes#Tul_(Tusk)|Tul]]. &lt;br /&gt;
&lt;br /&gt;
==== Trading “Guilds” or “Clans” ====&lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039;]] is largely regarded as the leader of trading Dionae, utilizing those cultivated by its Bz’tnzai to those passing through the Oases – offering them as gifts to other Clans to ensure good relations and promote community among the population centres across the oases, but sometimes even exchanging them to get commodities that would otherwise not make their way to the Wasteland Clan’s little corner of the world, or in particular scarcity, such as &#039;&#039;&#039;S’erki Flowers&#039;&#039;&#039; or &#039;&#039;&#039;S’th Berries&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Reclaimers&#039;&#039;&#039;]] have been known to utilize the Dionae they have traded for to make more radioactive pre-war ruins safer to plunder, using the species&#039; biological advantages of mimicry and soaking up of the dangerous elements to be able to claim riches that they assert as theirs. Outside of their use for scavenging, they have been also used to get into the nitty-gritty of the machinery utilized by the Reclaimers, oftentimes becoming engineers and members of the group as opposed to mere property, shifting into compartments that would otherwise cause a substantial loss of time for the Reclaimers had they had to search and eventually fix the problem. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Vihnmes&#039;&#039;&#039;]] regularly utilizes their gifted Dionae from Clan Dorviza for menial work, and sometimes as glorified composters for the byproducts of their taverns – as well as their inns. Though rather demeaning, this is typically better than the hard labour that many Dionae found themselves put to work, cultivating or even maintaining what little agricultural sectors exist on Moghes – or moving large quantities of goods as glorified merchant wagons &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Ozeuoi&#039;&#039;&#039;]] takes advantage of the species’ ability to mimic shapes, structures, and knack for being able to learn from genetic material, to ensure their defences remain well-maintained and that their allies’ modes of transport see repairs where needed. Though their isolation has stunted the number of Dionae within the Clan, there still exists a number that seems to be consistently growing, with the Reclaimers making use of their existing relationship to pawn off any “unnecessary” Dionae to Clan Ozeuoi. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Gawgaryn&#039;&#039;&#039;]] is also yet another group that finds themselves either stumbling on natural clusters or pillaging Dionae from their rightful Clans, to make use of them to assist in their raids and pillaging – in worse cases, as a way to taunt Unathi that they have kidnapped, claiming to throw them into cages of starved Gestalts with an insatiable hunger. Those that have been rescued, either through escaping or by being freed, sometimes reflect that there exist [[Dionae Mindtypes|Voided Vocals]] and even [[Dionae Mindtypes|Scarlet Scores]] within the confines of the Clan’s grips, offering a glimpse into the operations of Clan Gawgaryn that there exists truth of offering its unwilling or uncooperative hostages to starved Dionae.&lt;br /&gt;
[[File:Reclaimation.png|thumb|alt=Dionae Unathi.|The Dionae have since been used by various Unathi - even Reclaimers.]]&lt;br /&gt;
[[Zazalai_Mountains#Res’karum|&#039;&#039;&#039;Res’karum&#039;&#039;&#039;]] existing as a thorough-fare between the Zazalai Mountains has inevitably become a key player in Dionae trading, where within the city’s markets it isn’t uncommon to find Dionae being auctioned off to the highest bidder, with even peasants attempting to negotiate personal items with a willing merchant for a Nymph, sometimes entire livelihoods when concerning a Gestalt. Acclaimed as being “creatures of good fortune” due to their work in the Wastelands, and ability to be rather useful in almost any situation, some have found themselves becoming serfs to the peasants that acquire them – cleaning the home or even maintaining their grounds. It isn’t unheard of either for those chartered by the Guilds to make their way to Res’karum to purchase Dionae, where the Guilds induct them into their specialities – in particular, the [[Unathi Guilds|Miner’s Guild]] due to the lesser necessities, really only needing ultra-violet lights reasonably provided by [[Hephaestus Industries]], in order to perform mining work.&lt;br /&gt;
&lt;br /&gt;
== Dionae in the Unathi Sphere of Influence == &lt;br /&gt;
===Dionae in the Izweski Hegemony===&lt;br /&gt;
====The Guilds==== &lt;br /&gt;
The major guilds of the Hegemony were quick to take advantage of the nascent Diona trade, with many among them realizing the immense utility that gestalts offered as workers. These gestalts were almost never granted full membership in the Guilds, though their general rarity meant that they were highly prized regardless. The Miners’ Guild purchased many gestalts for their advantages in the void of space, while some chapters of the House of Medicine found that Aphrodite proved a cheap and effective painkiller. These chartered gestalts were still paid, though nowhere close to a full guildsman’s wage. The only guild on Moghes to welcome Dionae as full members was Hephaestus Industries, which already employed many gestalts elsewhere. When Hephaestus acquired most of the major guilds in 2465, the chartered gestalts were presented with the opportunity. Many were able to leave their Guilds in search of direct employment with Hephaestus, and those that remained found themselves reluctantly offered similar terms. Though Dionae guildsmen are rare, they are known to exist throughout Hephaestus’s subsidiary guilds, and the growing presence of Dionae in the Hegemony is slowly making them a more common sight.&lt;br /&gt;
&lt;br /&gt;
====The Izweski Military==== &lt;br /&gt;
The armed forces of the Hegemony do not have an official policy on the use of Dionae - they have been rare enough within the Hegemony, and their general pacifism means that there is little interest in expanding their military role. The most common military use of Dionae is at the various Wasteland outposts, where gestalts are sometimes chartered by patrols as guides or assistants. While these gestalts are not formally part of any armed force, many units in [[the Wasteland]] have grown attached to specific gestalts, and it has reportedly become a common superstition at Camp Integrity that taking a Nymph with you will bring good fortune while wandering the desert. Due to security risks, symbiosis is not permitted for the warriors of the Izweski Navy. For ground forces, regulations vary from lord to lord and regiment to regiment, with nymph prosthetics being used on occasion by Izweski forces at Camp Integrity and other Wasteland outposts. The Kataphracts have no official policy forbidding symbiosis, and neither do the mercenaries of Dagamuir Freewater Private Forces.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Ouerean Confederation=== &lt;br /&gt;
[[Dionae]] are rare on Ouerea, though it was the first point of contact between them and the Unathi. The first gestalts introduced to Ouerea largely originated from the [[Nralakk Federation]], though they were a small population in comparison to the [[Skrell]] immigrants. While many of these gestalts departed when the Federation withdrew, some remained behind in Ouerean [[Skrell]] communities. The [[Dionae]] of Ouerea are a small minority, usually lumped in with the [[Skrell]] population, and have little in the way of political influence in their own right. Few gestalts were recorded as taking part in the Ouerean Revolution directly, though several of the Unathi and [[Skrell]] veterans of the conflict used symbiosis to treat their serious injuries. The Ouerean [[Dionae]] population was, for many years, the only readily available sample of the species for Unathi xenobiologists to study. This led to a strong academic interest from Moghresian and Ouerean scholars, and some among the more scholarship-inclined gestalts quickly made names for themselves in Unathi academia. At the New Skalamar Pioneers’ Seminary, the xenobiology department is presided over by Contemplating Patterns Within Flesh, a Cyclops gestalt which made several impressive contributions to the study of Ouerean native fauna during the early colonization period.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Wasteland=== &lt;br /&gt;
The Wasteland is home to the largest [[Dionae]] population in the Hegemony, though they are scattered far and wide. The lingering radiation of the Contact War has rendered [[the Wasteland]] an ideal habitat for the growth of Nymphs, and many of [[the Wasteland]] factions make use of [[Dionae]] in their own manner. The Clan Dorviza has perhaps the most widespread use of [[Dionae]], making use of gestalts to cleanse lingering radiation around their settlements - a practice which has spread to other oasis clans since the arrival of [[Dionae]]. The Dorviza hold [[Dionae]] in particularly high esteem, considering them a blessing of one of their gods, the Saint of Ceaseless Growth. Some smaller and more isolated communities have also found [[Dionae]] to be of use in their survival. In the vast deserts of the Eastern Wasteland, the strange Th’akh monks known as the Order of the Deathless venerates a Voided Vocals gestalt, believing its ramblings to be the sacred wisdom of the dead. The Reclaimer Clans often make use of [[Dionae]] for the maintenance of their crawlers, taking advantage of their ability to squeeze into the tightest corners of the vast machines. Some groups of Gawgaryn are rumored to use Scarlet Score gestalts as living weapons, unleashing them to devour their foes.&lt;br /&gt;
&lt;br /&gt;
===The Queendom=== &lt;br /&gt;
[[The Queendom of Sezk-Hakh]] has made use of Wasteland [[Dionae]], immediately seizing the advantage that their abilities could provide in the realm’s survival. In Yu’kal, Queen Lazak has converted large sections of the Royal Conservatory into a centre of [[Dionae]] cultivation, and has already made use of some of these gestalts in cleansing the city’s farmland - perhaps saving her realm from famine during the economic turmoil of recent years. The people of the Queendom tend to view [[Dionae]] positively, due to this contribution to their land’s wellbeing. The Queendom has become a large component of the Diona trade, with Queen Lazak buying as many gestalts as she can to continue cleansing her lands. The city of Arch’ozal is where most of these gestalts are sent, cleansing the last of the radioactive debris that has been a consistent thorn in the rebuilding of the city.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34117</id>
		<title>Moghresian Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34117"/>
		<updated>2024-09-02T07:54:03Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Unathi_Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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=Overview=&lt;br /&gt;
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A budding population of [[Dionae]] exist across [[the Wasteland]], with some even making their way into the Hegemony&#039;s sphere of influence. Crashing down on the planet following a perceived meteor shower in the early 2450s, the presence of Dionae across Moghes has become apparent to the Hegemony and the wider interstellar community. [[Dionae]]have maintained coexistence with the Unathi, primarily Wastelanders, borrowing heavily from Unathite culture, using their unique properties to serve the communities they&#039;re a part of. However, more sinister Unathi have begun to cultivate, and subsequently, trade the species due to their usefulness. &lt;br /&gt;
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== History == &lt;br /&gt;
[[File:DionaeHistory1.gif|thumb|alt=Unathi First Discovery.|The first Unathi discovery was merely the watching of a meteor shower, later discovered to be Dionae seeds.]]&lt;br /&gt;
The introduction of [[Moghes]] to the greater interstellar community, following first contact, brought with it a plethora of species already incorporated – particularly the [[Dionae]] of the [[Nralakk Federation]]. The Federation’s involvement with the Izweski Hegemony prior to the establishment of the Ouerean Confederation allowed for [[Dionae]] to already become a somewhat known species – though obviously only to those within the upper echelons of the Hegemony’s political sphere. Despite [[Dionae]] already being introduced to the Hegemony prior to the Contact War, the arrival of the species as they are currently known occurred in 2451 CE after a perceived meteor shower scattered thousands of seeds across [[the Wasteland]] of [[Moghes]]. These seeds created oases in previously uninhabitable, irradiated areas of the Northern Wastelands, turning them into thriving ecosystems. The Unathi had initially believed these changes were miraculous but eventually discovered that the [[Dionae]] were responsible for cleansing the radiation. As the Unathi learned to communicate with the species, a symbiotic relationship developed: the [[Dionae]] purified the land in exchange for care, leading to their integration into Unathite society, however, some were captured and the commencement of [[Dionae]] trading spurred across [[Moghes]]. &lt;br /&gt;
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== Culture ==&lt;br /&gt;
&lt;br /&gt;
===Syncretism of the Eternal &amp;amp; Unathi Faiths===&lt;br /&gt;
====Th’akh====&lt;br /&gt;
The Ichor Eternal and Th’akh faiths seamlessly blend into the naturalistic reverence of Th’akh with the transformative ideals of the Ichor Eternal – the [[Dionae]], who embody both the primal forces of nature and the potential for endless evolution, find that the syncretism between the faith a path that honours their existence and growth. It is believed that the “Ichor” is the life-giving essence that flows through all living things – this is where the moniker of “Blood Eternal” originates from. This essence is believed to not merely be physical, but also spiritual, connecting all beings in a vast web of life. The Ichor is both the source of life and the conduit through which spiritual energy flows, embodying the life cycle that Th’akh venerates. The unique existence of [[Dionae]] as a collective organism is seen as the perfect manifestation of both faith’s ideals – just as the [[Dionae]] come together to form a greater whole, it is taught within Th’akh that all life is interconnected, and true spiritual fulfilment comes from the harmony between the individual and collective, nature and technology and past and future. Unique to those on Moghes, the Eternal Path – or the Th’akh Cycle – teaches that life is an endless cycle of growth, decay and rebirth. The Ichor, as the essence of life, is ever-changing, flowing through different forms and experiences. It is believed that by embracing change and growth, [[Dionae]] shall then honour this cycle and contribute to the eternal flow of the Ichor. The philosophy of the faith’s syncretism is that life is a journey of growth and transformation, where every being plays a part in the greater cycle of existence. By embracing both the natural world and the potential for evolution, it is believed that the [[Dionae]] are the ultimate expression of these ideals, with their ability to exist as both individuals and as a collective – through their practices and beliefs, they hold the ever-flowing essence of the Ichor and Th’akh. &lt;br /&gt;
&lt;br /&gt;
====Sk’akh==== &lt;br /&gt;
&lt;br /&gt;
Given the deep connection between the beliefs of [[Dionae]] and their reverence for nature and balance, it isn’t surprising that Sk’akh has connected with some tenets of the Eternal – primarily Ichor. The syncretic belief system combines the Sk’akh reverence for order and the cosmos with the Th’akh focus on spirits, nature and personal harmony – mostly rooted in the fact that [[Dionae]] were first introduced to Th’akh, before Sk’akh. It is viewed by [[Dionae]] with this belief that the universe is a carefully maintained balance of forces, guided by the divine order of Sk’akh, and its Elders, while also embracing the fluidity and interconnectedness of the spirit world emphasized by Th’akh. The universe is a grand design maintained by Sk’akh, whose influence is seen in the natural cycles and the cosmic order, [[Dionae]] believe that their harmonious existence with nature is therefore part of this cosmic order. The balance between the material plane and spirit world is crucial, and [[Dionae]] act as guardians of this balance, using their unique connection to nature and the spiritual to maintain harmony – thanks to their unique genetic absorption abilities. The [[Dionae]] believe that the Beastlands are seen as a paradise, not just for the Unathi, but for all beings who live in harmony with Sk’akh’s order; it is often depicted as a place where nature thrives in its purest form – directly opposite to the Chained Wastes, often characterised by those seeking to disrupt the balance, but uniquely, it is not seen as a punishment by [[Dionae]]. It is thought to be a necessary part of the cosmic order to ensure that chaos does not reign. Borrowed from their Th’akh foundations, [[Dionae]] believe that the Ichor of a person can return to the material plane – usually after some kind of purification, to continue their growth and maintain the balance sought by Sk’akh. Ichor, as similarly seen in the Th’akh syncretism, is seen as the lifeblood of the universe, a sacred substance that flows through all living things, connecting them to both Sk’akh and the material plane – it is revered in rituals, symbolizing the connection between body, spirit and the cosmos. It is believed that the purity of a person’s ichor is a reflection of their spiritual harmony and connection to Sk’akh. Rituals involving the consumption or offering of Ichor are central to their practices, seen as acts of devotion and balance. Similarly to Unathi, [[Dionae]] will perform tributes and dedications to the Fisher, Healer and Warrior. The Church has yet to take a stance on [[Dionae]]. &lt;br /&gt;
&lt;br /&gt;
====Si’akh====&lt;br /&gt;
The syncretism between Si’akh and the Eternal emerged following the co-existence between Unathi and [[Dionae]] in close proximity following the Contract War. It blends the [[Dionae]]’s reverence for genetic learning with the emphasis of Si’akh’s spiritual purification and asceticism – at its core, it teaches that true enlightenment and salvation and achieved through the amalgamation of ancestral knowledge, and purification of one’s soul through trials – with the former having an emphasis on genetic sampling. It is believed that by ingesting genetic material – such as blood – they can access the memories, experiences and wisdom of their predecessors, which has seen utilisation by Unathi – who consider such ritual to be a sacred rite, enabling adherents to carry the “Echoes” of their ancestors within them. Emulating the ascetic traditions of Si’akh, [[Dionae]] lead lives of simplicity and restraint, in which they abstain from indulgent behaviours, focusing instead on spiritual growth and community service – this is the ultimate goal, to reach a transcendental state where the [[Dionae]] becomes a collective consciousness with the ancestors, enriched by accumulated knowledge. It is largely thought that forceful acquisition of genetic material is not to show restraint, and any form of coercion, kidnapping or unethical extraction is considered taboo, tarnishing the purity sought through Si’akh – [[Dionae]] must be taught to seek willing donors and to honour the gift of their genetic abilities with profound respect and gratitude.&lt;br /&gt;
 &lt;br /&gt;
====Aut’akh====&lt;br /&gt;
&lt;br /&gt;
As far as parallels go, Aut&#039;akh and Iron Eternal are the most similar - other branches tend not to align with the Aut&#039;akh, nor do they seek to support them, particularly when confronted with the threat of termination through association with the Aut&#039;akh. In its present form, the religion fuses the Aut’akh desire to attain self-actualization through augmentation, the Iron Eternals&#039; belief that technology is essential for spiritual growth, and a shared reverence for the fusion of flesh, spirit, and machine. Although it is predominantly practised by the [[Dionae]], some Sinta have begun to follow it as well – particularly those seeking to transcend the limitations of flesh and spirit with technological integration while maintaining their distinctive spiritual traditions. Additionally, it is largely decentralized, since many Moghes inhabitants who follow such faith can find themselves in hot water with the local population, especially those who follow the Sk&#039;akh or Th&#039;akh faith. In addition to traditional Th&#039;akh and Sk&#039;akh followers, who oppose these beliefs, megacorporations and governments view these beliefs as subversive – an unfortunate byproduct of Aut&#039;akh values. &lt;br /&gt;
&lt;br /&gt;
=== Way of Life === &lt;br /&gt;
&lt;br /&gt;
Unlike other locations within the greater Spur, the way of life for [[Dionae]] within the Izweski Hegemony can vary greatly. Depending on the geography of one’s birth, a [[Dionae]] can find themselves bred for cultivation, and subsequently trading, or even within the annals of a Clan becoming their Chronicler – at least those that have. Though the population of [[Dionae]] continues to grow as their presence becomes more cemented within the Hegemony, they are still a rather infrequent sight – vast majorities of the Unathi across the Hegemony have laid their eyes on the species, at least not in the flesh. Stories are carried along the rumour mill of their abilities, some contorting them into nightmarish tales as a method to urge Unathi to be wary within [[the Wasteland]], which typically ushers many of the lower-born Unathi to seek the species to “realize” for themselves, their standing on the species. &lt;br /&gt;
&lt;br /&gt;
Though rare, [[Dionae]] are slowly becoming a rather substantive population within the Hegemony – thanks to their asexual reproductive abilities, and abundance of radiation within [[the Wasteland]] – and are expected to become the second-highest population of non-Unathi within the next three decades. The Hegemony has not taken any official stance on the species, despite their growing numbers, which places them in a rather weird position with the greater Hegemony, and the sub-factions within. Each has a unique approach to the species and uses them for its own advantages. However, as time marches on, it is clear that the Hegemony will soon have to make a decision on [[Dionae]] – whether it be for good, or for bad – as time is running out on how to handle their presence. &lt;br /&gt;
&lt;br /&gt;
Exploitation of [[Dionae]] extends beyond their cultivation and trading; it is embedded in the very fabric of their existence within the Hegemony. As a species that thrives on symbiosis and collective growth, the [[Dionae]] are often perceived as tools or resources to be exploited rather than sophonts deserving of autonomy and rights. Moghes’ harsh labour conditions in resource-rich but dangerous environments often see [[Dionae]] being exploited for their regenerative capabilities. [[Dionae]] are expected to endure gruelling work that would be lethal to other species. While their ability to regenerate might allow them to survive, the psychological and physical toll is immense. These conditions, coupled with the lack of any official recognition for their sentience and rights, make the [[Dionae]] particularly vulnerable within the Hegemony. &lt;br /&gt;
&lt;br /&gt;
=== Honour ===&lt;br /&gt;
==== Code of the Bz’tnzai ==== &lt;br /&gt;
&lt;br /&gt;
[[Dionae]] that find themselves elevated to Bz’tnzai are designated as cultivators of the next generation of beings; they are to hold the utmost respect for their Clan, and ensure that their actions are in alignment with the desires of the Clan Head. They are the stewards of growth, and protectors of the harmonic life cycle – they are oftentimes even viewed as performing the work of the respective Unathi religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Bz&#039;ntzai&#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;
&#039;&#039;&#039;I. Stewardship of Growth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to preserve life, the Bz&#039;tnzai are charged with cultivating and nurturing new Dionae. Throughout the growth of each sapling, from its earliest sprout to its full maturity, it must be nurtured and cared for with unwavering dedication. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Preservation of Harmony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz&#039;tnzai must maintain a balance between Dionae and Unathi. As caretakers of both species, they must meet the needs of the Unathi, respecting their traditions and well-being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Guardians of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a similar vein to the Chronicler, the Bz’tnzai are keepers of the knowledge of Dionae cultivation. They must ensure that the teachings given to them are preserved and imparted to new generations, ensuring the continuity of the practice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Sacrifice for the Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the community is threatened, the Bz’tnzai must be prepared to sacrifice for the greater good. Whether it be time, resources, or even their own lives, they must place the welfare of the many above the needs of the few, ensuring the survival and prosperity of all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Honouring the Cycle of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz’tnzai must understand that life is a cycle of growth, decay, and renewal. They must honour this cycle, ensuring that the passing of life is met with dignity and that the remnants of the old nourish the new, continuing the eternal dance of existence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Sentinel==== &lt;br /&gt;
&lt;br /&gt;
A Gestalt following the Sentinel Code is often concerned with precedent and the security of the community. [[Dionae]] who follow this path are beings of action. A Gestalt who manifests this aspect is encouraged to make sure that their actions speak for themselves and to be candid and direct. Since the Sentinel expresses itself by taking action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Sentinel&#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;
&#039;&#039;&#039;I. Righteousness Above All&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel places the truth as seen before them above all else. Their actions must reflect this unwavering commitment to Righteousness. They stand as beacons of fairness and honesty, never disguising their motives or obscuring facts. Righteousness guides all other principles, shaping the path the Sentinel follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Mercy for the Weak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel protects those who cannot protect themselves, offering Mercy to the weak and innocent. They do not harm the defenceless or take advantage of the vulnerable. Surrender to a Sentinel is an act of honour, ensuring fair treatment and respect. Mercy is shown even in battle, where honour dictates the restraint of power over those who are subdued.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Integrity of Word&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Sentinel&#039;s word is their bond, carrying the weight of their Integrity. Once a commitment is made, the Sentinel ensures that reality conforms to their promise. Integrity is the balance to Righteousness, demanding that the world itself be shaped to honour the Sentinel&#039;s word.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Loyalty to Leadership and Kin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loyalty binds the Sentinel to their superior, be it a Lord, clan leader, or partner. A Sentinel would willingly sacrifice their life for the protection of their leader or kin. However, Loyalty is not blind; if obeying an order would violate any of the other tenets, the Sentinel is duty-bound to refuse in order to maintain their honour.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Chronicler====&lt;br /&gt;
&lt;br /&gt;
The Code of the Chronicler represents the embodiment of wisdom, memory, and the pursuit of knowledge within the [[Dionae]]. Chroniclers are the living repositories of a Clan’s history, wisdom, and cultural identity, and they dedicate their existence to the cultivation of knowledge and the guidance of future generations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Chronicler&#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;
&#039;&#039;&#039;I. The Pursuit of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are driven by an insatiable desire to gather knowledge from every corner of the cosmos. They are beings of contemplation, preferring to observe, listen, and learn before they speak. Their curiosity knows no bounds, and they seek to understand not just the physical world, but the spiritual, cultural, and emotional dimensions of existence as well. Every piece of information, every memory absorbed, is a treasure that adds to the vast library of knowledge that Chroniclers maintain within themselves and their clan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. The Guardian of Wisdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the custodians of their clan&#039;s collective memory, Chroniclers bear the immense responsibility of safeguarding the wisdom of the past. This role is not merely about hoarding knowledge but also about interpreting it and applying it to guide others. Chroniclers are expected to use their accumulated wisdom to enrich their communities, ensuring that the lessons of history are passed down and that the knowledge they possess benefits all. They teach, advise, and mentor, raising clusters of gestalts to independence and preparing them for the challenges of life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. The Ethical Use of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge is power, but it is also a responsibility. Chroniclers adhere to a strict ethical code, ensuring that the knowledge they possess is never used for personal gain or to further selfish ambitions. It is a grave taboo for a Chronicler to exploit their vast stores of information for their own benefit. Instead, they seek to find champions—individuals or causes worthy of their knowledge and guidance. By sponsoring and advising these champions, Chroniclers ensure that their wisdom is put to noble use, serving the greater good of the clan and the broader community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. The Role of the Mentor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are more than mere advisors; they are mentors and spiritual guides. Within the Oasis clans, Chroniclers are revered as the caretakers of the mental and spiritual well-being of the gestalts. They provide counsel not just in matters of knowledge, but in matters of the soul, helping their kin navigate the complexities of existence. They nurture the growth of young gestalts, helping them find their place within the clan. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. The Keeper of Memory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
True to their name, Chroniclers are the archivists of their clan&#039;s history. They meticulously record and preserve the memories of their people, ensuring that nothing is lost to the sands of time. Their stories are more than just entertainment; they are the lifeblood of the clan&#039;s cultural identity, connecting the present with the past and providing a sense of continuity and purpose. Chroniclers are renowned for their storytelling abilities, weaving tales that are rich in wisdom and filled with the echoes of countless lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. The Legacy of the Chronicler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Chronicler&#039;s ultimate goal is to leave a legacy of wisdom that will endure long after they have passed into the collective memory of the Dionae. This legacy is not measured in material wealth or personal achievements, but in the lives they have touched, the knowledge they have preserved, and the wisdom they have imparted. A Chronicler lives on in the stories they tell, the advice they give, and the generations they raise to carry forward the torch of knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VII. The Eternal Observer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are eternal observers, ever watchful and ever learning. They are patient, knowing that the pursuit of knowledge is a lifelong journey with no end. They take the long view, understanding that wisdom is not just about knowing facts, but about understanding the deeper truths that lie beneath the surface. As they observe the world around them, they remain committed to the principles of their code, always seeking to use their knowledge to serve others and to guide their clan toward a brighter future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
&lt;br /&gt;
The use of Nymphs as makeshift prosthetics is a rare practice, but one which is more common on Moghes than most other locales in the Spur. The first reports of [[Dionae]] symbiosis came from the Clan Dorviza of [[the Wasteland]], and were first dismissed as outlandish tales - only to be confirmed. Though the general Unathi skepticism of cybernetics meant many were wary as to this new development, it was broadly agreed at the Hegemon’s great religious conclave that symbiosis was not damaging to the soul. The practice is still rare, and mostly contained to [[the Wasteland]] - though the House of Medicine has on occasion sold specially-grown Nymphs as prosthetics. Due to the rarity of [[Dionae]] and the difficulty of preparing a symbiote, this procedure is rare and extortionately expensive. In [[the Wasteland]] it is more common, though still an oddity, and largely practised by the Dorviza - though the continued growth of [[Dionae]] in the region has led to symbiosis occurring among several of the prominent Wasteland groups. Largely, symbiosis occurs in the form of replacement limbs - though experiments have been carried out on deeper or more extensive forms of the process, with the Skalamar University of Medicine carrying out several trials on the usage of purpose-grown nymphs as replacement organs. The renowned scholar Tarskin Tarwa led the first round of these trials, and reportedly had great success - until the truth of his experiments in Sinta-Diona compatibility came to light. Though the specifics of his process were sealed by order of the University’s administration, he was charged with gross violations of University ethical standards and expelled, fleeing Moghes to avoid criminal prosecution. Skalamar urban legends claim that Tarwa was mad, seeking immortality through unnatural and bloody experiments - and that he continues his dark research on the edge of space, even now. Though Tarwa’s research never saw the light of day, the Hegemony remains at the forefront of research into [[Dionae]] symbiosis, with some experiments continuing at the Skalamar University of Medicine - though carefully, and with controlled supervision from Hegemony officials.&lt;br /&gt;
&lt;br /&gt;
== Cultivation &amp;amp; Trading ==&lt;br /&gt;
&lt;br /&gt;
Captured by Unathi upon the discovery of their “healing” capabilities to [[Moghes]] following its’ nuclear cataclysm, [[Dionae]] have become a valuable commodity across [[the Wasteland]] – leading to their cultivation and subsequent trafficking. Depending on the Clan, [[Dionae]] may either be seen as gifts of incredible value – or even those comparable to other Unathi and therefore find themselves accepted as a member of the Clan as individuals in their own right – this does not negate that [[Dionae]] from [[Moghes]] may have had a significantly different “upbringing” as opposed to its other barky kindred. &lt;br /&gt;
[[File:685b5cb7792d62e0cd6708a332bd5e5e.png|thumb|A Dionae being used in the Wastelands by the Reclaimers. ]]&lt;br /&gt;
=== Cultivation ===&lt;br /&gt;
&lt;br /&gt;
Similarly to Dionae in the [[Nralakk Federation]], there exist individuals who focus on the tendering of nymph pods referred to as &#039;&#039;&#039;Bz’tnzai&#039;&#039;&#039;, when translated literally into [[Languages|Tau Ceti Basic]] meaning “Growers”, using &#039;&#039;&#039;Bz’ntzai Realms&#039;&#039;&#039; which exist merely as places of high radiation where maturation of pods occurs much quicker. Through this practice, the lifespan and health of Bz’ntzai are plagued by the byproducts of radiation exposure slowly resulting in a decrease of Unathite Bz’tnzai but instead being replaced by Dionae who have either been trained or taught through consumption of the deceased Bz’tnzai on the methods of cultivation. This has resulted in an increase of the [[Dionae Mindtypes|Mourning Mass]] being found across Dionae Bz&#039;tnzai. &lt;br /&gt;
&lt;br /&gt;
In particular, &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; has become renowned through the [[The Wasteland|Wastelands]] for their rearing of Dionae, and in particular, the methods they employ as to ensure a Gestalt is able to find itself managing the Wastelands, and its integration into the greater Hegemony; through specialising in the biomatter available to each cultivated Bz’ntzai Realms allowing “particular expertise” to be taught to Dionae subsequently also raising the value of the “commodity” where the Clan elects to instead gift or sell the Dionae as opposed to integrating them as a member of Dorviza. Oftentimes Clan Dorviza will utilize the Dionae as limbs – grafting them onto stumps where limbs existed previously, giving a new lease on life to those who previously found themselves confined to conventional means of living with their disabilities. &lt;br /&gt;
&lt;br /&gt;
Though there exists purposeful cultivation of Dionae, there also exists natural cultivation, often by Dionae wandering the Wastelands electing to disgorge seeds in areas of particularly high radiation – recognising within themselves the possibility to clean the area as a way to offer assistance to the Unathi, but more so provide a stable and nutritious spawning area for the next generation of nymphs that its’ seeds will yield. These unkept cultivation areas often find themselves preyed upon by [[Moghes#Siro_(Shrieker)|Siro]] circling overhead, or even Unathi that see an opportunity to capture and trade away the nymphs to ensure their survival as the Wasteland continues to grow and make life scarce.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
Though there exist countless Gestalts that exist free of having been traded, there exist those that have had an upbringing subject to specific cultivation so that they may be traded away in exchange for particular commodities. This primarily occurs within the Wastes, with &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; being the primary culprit for the advent of Dionae trading, there have been sightings of the trading extending into the eastern cities, in particular, &#039;&#039;&#039;Baandr&#039;&#039;&#039;, &#039;&#039;&#039;Res’karum&#039;&#039;&#039; and &#039;&#039;&#039;Mudki&#039;&#039;&#039;. However, the value is primarily dependent on what skills the Dionae has, with the continuously fluctuating value sometimes resulting in a Gestalt costing several [[Moghes#Azkrazal_(Threshbeast)|Azkrazal]] and sometimes even just a few bottles of [[Moghes#Xuizi_Cactus|Xuizi Juice]]. &lt;br /&gt;
&lt;br /&gt;
The trafficking conduct of those within the Dionae trade varies it primarily strays away from abusive treatment, mostly due to it resulting in less value gained when trading the Gestalt – where one has had their personality altered or injured to a degree that they no longer have usefulness to the one gaining the Gestalt. It primarily resembles as to how [[Unathi]] treat their domestic fauna such as the [[Moghes#Tul_(Tusk)|Tul]]. &lt;br /&gt;
&lt;br /&gt;
==== Trading “Guilds” or “Clans” ====&lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039;]] is largely regarded as the leader of trading Dionae, utilizing those cultivated by its Bz’tnzai to those passing through the Oases – offering them as gifts to other Clans to ensure good relations and promote community among the population centres across the oases, but sometimes even exchanging them to get commodities that would otherwise not make their way to the Wasteland Clan’s little corner of the world, or in particular scarcity, such as &#039;&#039;&#039;S’erki Flowers&#039;&#039;&#039; or &#039;&#039;&#039;S’th Berries&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Reclaimers&#039;&#039;&#039;]] have been known to utilize the Dionae they have traded for to make more radioactive pre-war ruins safer to plunder, using the species&#039; biological advantages of mimicry and soaking up of the dangerous elements to be able to claim riches that they assert as theirs. Outside of their use for scavenging, they have been also used to get into the nitty-gritty of the machinery utilized by the Reclaimers, oftentimes becoming engineers and members of the group as opposed to mere property, shifting into compartments that would otherwise cause a substantial loss of time for the Reclaimers had they had to search and eventually fix the problem. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Vihnmes&#039;&#039;&#039;]] regularly utilizes their gifted Dionae from Clan Dorviza for menial work, and sometimes as glorified composters for the byproducts of their taverns – as well as their inns. Though rather demeaning, this is typically better than the hard labour that many Dionae found themselves put to work, cultivating or even maintaining what little agricultural sectors exist on Moghes – or moving large quantities of goods as glorified merchant wagons &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Ozeuoi&#039;&#039;&#039;]] takes advantage of the species’ ability to mimic shapes, structures, and knack for being able to learn from genetic material, to ensure their defences remain well-maintained and that their allies’ modes of transport see repairs where needed. Though their isolation has stunted the number of Dionae within the Clan, there still exists a number that seems to be consistently growing, with the Reclaimers making use of their existing relationship to pawn off any “unnecessary” Dionae to Clan Ozeuoi. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Gawgaryn&#039;&#039;&#039;]] is also yet another group that finds themselves either stumbling on natural clusters or pillaging Dionae from their rightful Clans, to make use of them to assist in their raids and pillaging – in worse cases, as a way to taunt Unathi that they have kidnapped, claiming to throw them into cages of starved Gestalts with an insatiable hunger. Those that have been rescued, either through escaping or by being freed, sometimes reflect that there exist [[Dionae Mindtypes|Voided Vocals]] and even [[Dionae Mindtypes|Scarlet Scores]] within the confines of the Clan’s grips, offering a glimpse into the operations of Clan Gawgaryn that there exists truth of offering its unwilling or uncooperative hostages to starved Dionae.&lt;br /&gt;
[[File:Reclaimation.png|thumb|alt=Dionae Unathi.|The Dionae have since been used by various Unathi - even Reclaimers.]]&lt;br /&gt;
[[Zazalai_Mountains#Res’karum|&#039;&#039;&#039;Res’karum&#039;&#039;&#039;]] existing as a thorough-fare between the Zazalai Mountains has inevitably become a key player in Dionae trading, where within the city’s markets it isn’t uncommon to find Dionae being auctioned off to the highest bidder, with even peasants attempting to negotiate personal items with a willing merchant for a Nymph, sometimes entire livelihoods when concerning a Gestalt. Acclaimed as being “creatures of good fortune” due to their work in the Wastelands, and ability to be rather useful in almost any situation, some have found themselves becoming serfs to the peasants that acquire them – cleaning the home or even maintaining their grounds. It isn’t unheard of either for those chartered by the Guilds to make their way to Res’karum to purchase Dionae, where the Guilds induct them into their specialities – in particular, the [[Unathi Guilds|Miner’s Guild]] due to the lesser necessities, really only needing ultra-violet lights reasonably provided by [[Hephaestus Industries]], in order to perform mining work.&lt;br /&gt;
&lt;br /&gt;
== Dionae in the Unathi Sphere of Influence == &lt;br /&gt;
===Dionae in the Izweski Hegemony===&lt;br /&gt;
====The Guilds==== &lt;br /&gt;
The major guilds of the Hegemony were quick to take advantage of the nascent Diona trade, with many among them realizing the immense utility that gestalts offered as workers. These gestalts were almost never granted full membership in the Guilds, though their general rarity meant that they were highly prized regardless. The Miners’ Guild purchased many gestalts for their advantages in the void of space, while some chapters of the House of Medicine found that Aphrodite proved a cheap and effective painkiller. These chartered gestalts were still paid, though nowhere close to a full guildsman’s wage. The only guild on Moghes to welcome Dionae as full members was Hephaestus Industries, which already employed many gestalts elsewhere. When Hephaestus acquired most of the major guilds in 2465, the chartered gestalts were presented with the opportunity. Many were able to leave their Guilds in search of direct employment with Hephaestus, and those that remained found themselves reluctantly offered similar terms. Though Dionae guildsmen are rare, they are known to exist throughout Hephaestus’s subsidiary guilds, and the growing presence of Dionae in the Hegemony is slowly making them a more common sight.&lt;br /&gt;
&lt;br /&gt;
====The Izweski Military==== &lt;br /&gt;
The armed forces of the Hegemony do not have an official policy on the use of Dionae - they have been rare enough within the Hegemony, and their general pacifism means that there is little interest in expanding their military role. The most common military use of Dionae is at the various Wasteland outposts, where gestalts are sometimes chartered by patrols as guides or assistants. While these gestalts are not formally part of any armed force, many units in [[the Wasteland]] have grown attached to specific gestalts, and it has reportedly become a common superstition at Camp Integrity that taking a Nymph with you will bring good fortune while wandering the desert. Due to security risks, symbiosis is not permitted for the warriors of the Izweski Navy. For ground forces, regulations vary from lord to lord and regiment to regiment, with nymph prosthetics being used on occasion by Izweski forces at Camp Integrity and other Wasteland outposts. The Kataphracts have no official policy forbidding symbiosis, and neither do the mercenaries of Dagamuir Freewater Private Forces.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Ouerean Confederation=== &lt;br /&gt;
[[Dionae]] are rare on Ouerea, though it was the first point of contact between them and the Unathi. The first gestalts introduced to Ouerea largely originated from the [[Nralakk Federation]], though they were a small population in comparison to the [[Skrell]] immigrants. While many of these gestalts departed when the Federation withdrew, some remained behind in Ouerean [[Skrell]] communities. The [[Dionae]] of Ouerea are a small minority, usually lumped in with the [[Skrell]] population, and have little in the way of political influence in their own right. Few gestalts were recorded as taking part in the Ouerean Revolution directly, though several of the Unathi and [[Skrell]] veterans of the conflict used symbiosis to treat their serious injuries. The Ouerean [[Dionae]] population was, for many years, the only readily available sample of the species for Unathi xenobiologists to study. This led to a strong academic interest from Moghresian and Ouerean scholars, and some among the more scholarship-inclined gestalts quickly made names for themselves in Unathi academia. At the New Skalamar Pioneers’ Seminary, the xenobiology department is presided over by Contemplating Patterns Within Flesh, a Cyclops gestalt which made several impressive contributions to the study of Ouerean native fauna during the early colonization period.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Wasteland=== &lt;br /&gt;
The Wasteland is home to the largest [[Dionae]] population in the Hegemony, though they are scattered far and wide. The lingering radiation of the Contact War has rendered [[the Wasteland]] an ideal habitat for the growth of Nymphs, and many of [[the Wasteland]] factions make use of [[Dionae]] in their own manner. The Clan Dorviza has perhaps the most widespread use of [[Dionae]], making use of gestalts to cleanse lingering radiation around their settlements - a practice which has spread to other oasis clans since the arrival of [[Dionae]]. The Dorviza hold [[Dionae]] in particularly high esteem, considering them a blessing of one of their gods, the Saint of Ceaseless Growth. Some smaller and more isolated communities have also found [[Dionae]] to be of use in their survival. In the vast deserts of the Eastern Wasteland, the strange Th’akh monks known as the Order of the Deathless venerates a Voided Vocals gestalt, believing its ramblings to be the sacred wisdom of the dead. The Reclaimer Clans often make use of [[Dionae]] for the maintenance of their crawlers, taking advantage of their ability to squeeze into the tightest corners of the vast machines. Some groups of Gawgaryn are rumored to use Scarlet Score gestalts as living weapons, unleashing them to devour their foes.&lt;br /&gt;
&lt;br /&gt;
===The Queendom=== &lt;br /&gt;
[[The Queendom of Sezk-Hakh]] has made use of Wasteland [[Dionae]], immediately seizing the advantage that their abilities could provide in the realm’s survival. In Yu’kal, Queen Lazak has converted large sections of the Royal Conservatory into a centre of [[Dionae]] cultivation, and has already made use of some of these gestalts in cleansing the city’s farmland - perhaps saving her realm from famine during the economic turmoil of recent years. The people of the Queendom tend to view [[Dionae]] positively, due to this contribution to their land’s wellbeing. The Queendom has become a large component of the Diona trade, with Queen Lazak buying as many gestalts as she can to continue cleansing her lands. The city of Arch’ozal is where most of these gestalts are sent, cleansing the last of the radioactive debris that has been a consistent thorn in the rebuilding of the city.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34116</id>
		<title>Moghresian Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34116"/>
		<updated>2024-09-02T07:53:11Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* Cultivation &amp;amp; Trading */&lt;/p&gt;
&lt;hr /&gt;
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[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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=Overview=&lt;br /&gt;
&lt;br /&gt;
A budding population of [[Dionae]] exist across [[the Wasteland]], with some even making their way into the Hegemony&#039;s sphere of influence. Crashing down on the planet following a perceived meteor shower in the early 2450s, the presence of Dionae across Moghes has become apparent to the Hegemony and the wider interstellar community. [[Dionae]]have maintained coexistence with the Unathi, primarily Wastelanders, borrowing heavily from Unathite culture, using their unique properties to serve the communities they&#039;re a part of. However, more sinister Unathi have begun to cultivate, and subsequently, trade the species due to their usefulness. &lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
[[File:DionaeHistory1.gif|thumb|alt=Unathi First Discovery.|The first Unathi discovery was merely the watching of a meteor shower, later discovered to be Dionae seeds.]]&lt;br /&gt;
The introduction of [[Moghes]] to the greater interstellar community, following first contact, brought with it a plethora of species already incorporated – particularly the [[Dionae]] of the [[Nralakk Federation]]. The Federation’s involvement with the Izweski Hegemony prior to the establishment of the Ouerean Confederation allowed for [[Dionae]] to already become a somewhat known species – though obviously only to those within the upper echelons of the Hegemony’s political sphere. Despite [[Dionae]] already being introduced to the Hegemony prior to the Contact War, the arrival of the species as they are currently known occurred in 2451 CE after a perceived meteor shower scattered thousands of seeds across [[the Wasteland]] of [[Moghes]]. These seeds created oases in previously uninhabitable, irradiated areas of the Northern Wastelands, turning them into thriving ecosystems. The Unathi had initially believed these changes were miraculous but eventually discovered that the [[Dionae]] were responsible for cleansing the radiation. As the Unathi learned to communicate with the species, a symbiotic relationship developed: the [[Dionae]] purified the land in exchange for care, leading to their integration into Unathite society, however, some were captured and the commencement of [[Dionae]] trading spurred across [[Moghes]]. &lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
===Syncretism of the Eternal &amp;amp; Unathi Faiths===&lt;br /&gt;
====Th’akh====&lt;br /&gt;
The Ichor Eternal and Th’akh faiths seamlessly blend into the naturalistic reverence of Th’akh with the transformative ideals of the Ichor Eternal – the [[Dionae]], who embody both the primal forces of nature and the potential for endless evolution, find that the syncretism between the faith a path that honours their existence and growth. It is believed that the “Ichor” is the life-giving essence that flows through all living things – this is where the moniker of “Blood Eternal” originates from. This essence is believed to not merely be physical, but also spiritual, connecting all beings in a vast web of life. The Ichor is both the source of life and the conduit through which spiritual energy flows, embodying the life cycle that Th’akh venerates. The unique existence of [[Dionae]] as a collective organism is seen as the perfect manifestation of both faith’s ideals – just as the [[Dionae]] come together to form a greater whole, it is taught within Th’akh that all life is interconnected, and true spiritual fulfilment comes from the harmony between the individual and collective, nature and technology and past and future. Unique to those on Moghes, the Eternal Path – or the Th’akh Cycle – teaches that life is an endless cycle of growth, decay and rebirth. The Ichor, as the essence of life, is ever-changing, flowing through different forms and experiences. It is believed that by embracing change and growth, [[Dionae]] shall then honour this cycle and contribute to the eternal flow of the Ichor. The philosophy of the faith’s syncretism is that life is a journey of growth and transformation, where every being plays a part in the greater cycle of existence. By embracing both the natural world and the potential for evolution, it is believed that the [[Dionae]] are the ultimate expression of these ideals, with their ability to exist as both individuals and as a collective – through their practices and beliefs, they hold the ever-flowing essence of the Ichor and Th’akh. &lt;br /&gt;
&lt;br /&gt;
====Sk’akh==== &lt;br /&gt;
&lt;br /&gt;
Given the deep connection between the beliefs of [[Dionae]] and their reverence for nature and balance, it isn’t surprising that Sk’akh has connected with some tenets of the Eternal – primarily Ichor. The syncretic belief system combines the Sk’akh reverence for order and the cosmos with the Th’akh focus on spirits, nature and personal harmony – mostly rooted in the fact that [[Dionae]] were first introduced to Th’akh, before Sk’akh. It is viewed by [[Dionae]] with this belief that the universe is a carefully maintained balance of forces, guided by the divine order of Sk’akh, and its Elders, while also embracing the fluidity and interconnectedness of the spirit world emphasized by Th’akh. The universe is a grand design maintained by Sk’akh, whose influence is seen in the natural cycles and the cosmic order, [[Dionae]] believe that their harmonious existence with nature is therefore part of this cosmic order. The balance between the material plane and spirit world is crucial, and [[Dionae]] act as guardians of this balance, using their unique connection to nature and the spiritual to maintain harmony – thanks to their unique genetic absorption abilities. The [[Dionae]] believe that the Beastlands are seen as a paradise, not just for the Unathi, but for all beings who live in harmony with Sk’akh’s order; it is often depicted as a place where nature thrives in its purest form – directly opposite to the Chained Wastes, often characterised by those seeking to disrupt the balance, but uniquely, it is not seen as a punishment by [[Dionae]]. It is thought to be a necessary part of the cosmic order to ensure that chaos does not reign. Borrowed from their Th’akh foundations, [[Dionae]] believe that the Ichor of a person can return to the material plane – usually after some kind of purification, to continue their growth and maintain the balance sought by Sk’akh. Ichor, as similarly seen in the Th’akh syncretism, is seen as the lifeblood of the universe, a sacred substance that flows through all living things, connecting them to both Sk’akh and the material plane – it is revered in rituals, symbolizing the connection between body, spirit and the cosmos. It is believed that the purity of a person’s ichor is a reflection of their spiritual harmony and connection to Sk’akh. Rituals involving the consumption or offering of Ichor are central to their practices, seen as acts of devotion and balance. Similarly to Unathi, [[Dionae]] will perform tributes and dedications to the Fisher, Healer and Warrior. The Church has yet to take a stance on [[Dionae]]. &lt;br /&gt;
&lt;br /&gt;
====Si’akh====&lt;br /&gt;
The syncretism between Si’akh and the Eternal emerged following the co-existence between Unathi and [[Dionae]] in close proximity following the Contract War. It blends the [[Dionae]]’s reverence for genetic learning with the emphasis of Si’akh’s spiritual purification and asceticism – at its core, it teaches that true enlightenment and salvation and achieved through the amalgamation of ancestral knowledge, and purification of one’s soul through trials – with the former having an emphasis on genetic sampling. It is believed that by ingesting genetic material – such as blood – they can access the memories, experiences and wisdom of their predecessors, which has seen utilisation by Unathi – who consider such ritual to be a sacred rite, enabling adherents to carry the “Echoes” of their ancestors within them. Emulating the ascetic traditions of Si’akh, [[Dionae]] lead lives of simplicity and restraint, in which they abstain from indulgent behaviours, focusing instead on spiritual growth and community service – this is the ultimate goal, to reach a transcendental state where the [[Dionae]] becomes a collective consciousness with the ancestors, enriched by accumulated knowledge. It is largely thought that forceful acquisition of genetic material is not to show restraint, and any form of coercion, kidnapping or unethical extraction is considered taboo, tarnishing the purity sought through Si’akh – [[Dionae]] must be taught to seek willing donors and to honour the gift of their genetic abilities with profound respect and gratitude.&lt;br /&gt;
 &lt;br /&gt;
====Aut’akh====&lt;br /&gt;
&lt;br /&gt;
As far as parallels go, Aut&#039;akh and Iron Eternal are the most similar - other branches tend not to align with the Aut&#039;akh, nor do they seek to support them, particularly when confronted with the threat of termination through association with the Aut&#039;akh. In its present form, the religion fuses the Aut’akh desire to attain self-actualization through augmentation, the Iron Eternals&#039; belief that technology is essential for spiritual growth, and a shared reverence for the fusion of flesh, spirit, and machine. Although it is predominantly practised by the [[Dionae]], some Sinta have begun to follow it as well – particularly those seeking to transcend the limitations of flesh and spirit with technological integration while maintaining their distinctive spiritual traditions. Additionally, it is largely decentralized, since many Moghes inhabitants who follow such faith can find themselves in hot water with the local population, especially those who follow the Sk&#039;akh or Th&#039;akh faith. In addition to traditional Th&#039;akh and Sk&#039;akh followers, who oppose these beliefs, megacorporations and governments view these beliefs as subversive – an unfortunate byproduct of Aut&#039;akh values. &lt;br /&gt;
&lt;br /&gt;
=== Way of Life === &lt;br /&gt;
&lt;br /&gt;
Unlike other locations within the greater Spur, the way of life for [[Dionae]] within the Izweski Hegemony can vary greatly. Depending on the geography of one’s birth, a [[Dionae]] can find themselves bred for cultivation, and subsequently trading, or even within the annals of a Clan becoming their Chronicler – at least those that have. Though the population of [[Dionae]] continues to grow as their presence becomes more cemented within the Hegemony, they are still a rather infrequent sight – vast majorities of the Unathi across the Hegemony have laid their eyes on the species, at least not in the flesh. Stories are carried along the rumour mill of their abilities, some contorting them into nightmarish tales as a method to urge Unathi to be wary within [[the Wasteland]], which typically ushers many of the lower-born Unathi to seek the species to “realize” for themselves, their standing on the species. &lt;br /&gt;
&lt;br /&gt;
Though rare, [[Dionae]] are slowly becoming a rather substantive population within the Hegemony – thanks to their asexual reproductive abilities, and abundance of radiation within [[the Wasteland]] – and are expected to become the second-highest population of non-Unathi within the next three decades. The Hegemony has not taken any official stance on the species, despite their growing numbers, which places them in a rather weird position with the greater Hegemony, and the sub-factions within. Each has a unique approach to the species and uses them for its own advantages. However, as time marches on, it is clear that the Hegemony will soon have to make a decision on [[Dionae]] – whether it be for good, or for bad – as time is running out on how to handle their presence. &lt;br /&gt;
&lt;br /&gt;
Exploitation of [[Dionae]] extends beyond their cultivation and trading; it is embedded in the very fabric of their existence within the Hegemony. As a species that thrives on symbiosis and collective growth, the [[Dionae]] are often perceived as tools or resources to be exploited rather than sophonts deserving of autonomy and rights. Moghes’ harsh labour conditions in resource-rich but dangerous environments often see [[Dionae]] being exploited for their regenerative capabilities. [[Dionae]] are expected to endure gruelling work that would be lethal to other species. While their ability to regenerate might allow them to survive, the psychological and physical toll is immense. These conditions, coupled with the lack of any official recognition for their sentience and rights, make the [[Dionae]] particularly vulnerable within the Hegemony. &lt;br /&gt;
&lt;br /&gt;
=== Honour ===&lt;br /&gt;
==== Code of the Bz’tnzai ==== &lt;br /&gt;
&lt;br /&gt;
[[Dionae]] that find themselves elevated to Bz’tnzai are designated as cultivators of the next generation of beings; they are to hold the utmost respect for their Clan, and ensure that their actions are in alignment with the desires of the Clan Head. They are the stewards of growth, and protectors of the harmonic life cycle – they are oftentimes even viewed as performing the work of the respective Unathi religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Bz&#039;ntzai&#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;
&#039;&#039;&#039;I. Stewardship of Growth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to preserve life, the Bz&#039;tnzai are charged with cultivating and nurturing new Dionae. Throughout the growth of each sapling, from its earliest sprout to its full maturity, it must be nurtured and cared for with unwavering dedication. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Preservation of Harmony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz&#039;tnzai must maintain a balance between Dionae and Unathi. As caretakers of both species, they must meet the needs of the Unathi, respecting their traditions and well-being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Guardians of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a similar vein to the Chronicler, the Bz’tnzai are keepers of the knowledge of Dionae cultivation. They must ensure that the teachings given to them are preserved and imparted to new generations, ensuring the continuity of the practice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Sacrifice for the Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the community is threatened, the Bz’tnzai must be prepared to sacrifice for the greater good. Whether it be time, resources, or even their own lives, they must place the welfare of the many above the needs of the few, ensuring the survival and prosperity of all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Honouring the Cycle of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz’tnzai must understand that life is a cycle of growth, decay, and renewal. They must honour this cycle, ensuring that the passing of life is met with dignity and that the remnants of the old nourish the new, continuing the eternal dance of existence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Sentinel==== &lt;br /&gt;
&lt;br /&gt;
A Gestalt following the Sentinel Code is often concerned with precedent and the security of the community. [[Dionae]] who follow this path are beings of action. A Gestalt who manifests this aspect is encouraged to make sure that their actions speak for themselves and to be candid and direct. Since the Sentinel expresses itself by taking action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Sentinel&#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;
&#039;&#039;&#039;I. Righteousness Above All&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel places the truth as seen before them above all else. Their actions must reflect this unwavering commitment to Righteousness. They stand as beacons of fairness and honesty, never disguising their motives or obscuring facts. Righteousness guides all other principles, shaping the path the Sentinel follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Mercy for the Weak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel protects those who cannot protect themselves, offering Mercy to the weak and innocent. They do not harm the defenceless or take advantage of the vulnerable. Surrender to a Sentinel is an act of honour, ensuring fair treatment and respect. Mercy is shown even in battle, where honour dictates the restraint of power over those who are subdued.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Integrity of Word&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Sentinel&#039;s word is their bond, carrying the weight of their Integrity. Once a commitment is made, the Sentinel ensures that reality conforms to their promise. Integrity is the balance to Righteousness, demanding that the world itself be shaped to honour the Sentinel&#039;s word.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Loyalty to Leadership and Kin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loyalty binds the Sentinel to their superior, be it a Lord, clan leader, or partner. A Sentinel would willingly sacrifice their life for the protection of their leader or kin. However, Loyalty is not blind; if obeying an order would violate any of the other tenets, the Sentinel is duty-bound to refuse in order to maintain their honour.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Chronicler====&lt;br /&gt;
&lt;br /&gt;
The Code of the Chronicler represents the embodiment of wisdom, memory, and the pursuit of knowledge within the [[Dionae]]. Chroniclers are the living repositories of a Clan’s history, wisdom, and cultural identity, and they dedicate their existence to the cultivation of knowledge and the guidance of future generations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Chronicler&#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;
&#039;&#039;&#039;I. The Pursuit of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are driven by an insatiable desire to gather knowledge from every corner of the cosmos. They are beings of contemplation, preferring to observe, listen, and learn before they speak. Their curiosity knows no bounds, and they seek to understand not just the physical world, but the spiritual, cultural, and emotional dimensions of existence as well. Every piece of information, every memory absorbed, is a treasure that adds to the vast library of knowledge that Chroniclers maintain within themselves and their clan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. The Guardian of Wisdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the custodians of their clan&#039;s collective memory, Chroniclers bear the immense responsibility of safeguarding the wisdom of the past. This role is not merely about hoarding knowledge but also about interpreting it and applying it to guide others. Chroniclers are expected to use their accumulated wisdom to enrich their communities, ensuring that the lessons of history are passed down and that the knowledge they possess benefits all. They teach, advise, and mentor, raising clusters of gestalts to independence and preparing them for the challenges of life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. The Ethical Use of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge is power, but it is also a responsibility. Chroniclers adhere to a strict ethical code, ensuring that the knowledge they possess is never used for personal gain or to further selfish ambitions. It is a grave taboo for a Chronicler to exploit their vast stores of information for their own benefit. Instead, they seek to find champions—individuals or causes worthy of their knowledge and guidance. By sponsoring and advising these champions, Chroniclers ensure that their wisdom is put to noble use, serving the greater good of the clan and the broader community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. The Role of the Mentor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are more than mere advisors; they are mentors and spiritual guides. Within the Oasis clans, Chroniclers are revered as the caretakers of the mental and spiritual well-being of the gestalts. They provide counsel not just in matters of knowledge, but in matters of the soul, helping their kin navigate the complexities of existence. They nurture the growth of young gestalts, helping them find their place within the clan. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. The Keeper of Memory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
True to their name, Chroniclers are the archivists of their clan&#039;s history. They meticulously record and preserve the memories of their people, ensuring that nothing is lost to the sands of time. Their stories are more than just entertainment; they are the lifeblood of the clan&#039;s cultural identity, connecting the present with the past and providing a sense of continuity and purpose. Chroniclers are renowned for their storytelling abilities, weaving tales that are rich in wisdom and filled with the echoes of countless lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. The Legacy of the Chronicler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Chronicler&#039;s ultimate goal is to leave a legacy of wisdom that will endure long after they have passed into the collective memory of the Dionae. This legacy is not measured in material wealth or personal achievements, but in the lives they have touched, the knowledge they have preserved, and the wisdom they have imparted. A Chronicler lives on in the stories they tell, the advice they give, and the generations they raise to carry forward the torch of knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VII. The Eternal Observer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are eternal observers, ever watchful and ever learning. They are patient, knowing that the pursuit of knowledge is a lifelong journey with no end. They take the long view, understanding that wisdom is not just about knowing facts, but about understanding the deeper truths that lie beneath the surface. As they observe the world around them, they remain committed to the principles of their code, always seeking to use their knowledge to serve others and to guide their clan toward a brighter future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
&lt;br /&gt;
The use of Nymphs as makeshift prosthetics is a rare practice, but one which is more common on Moghes than most other locales in the Spur. The first reports of [[Dionae]] symbiosis came from the Clan Dorviza of [[the Wasteland]], and were first dismissed as outlandish tales - only to be confirmed. Though the general Unathi skepticism of cybernetics meant many were wary as to this new development, it was broadly agreed at the Hegemon’s great religious conclave that symbiosis was not damaging to the soul. The practice is still rare, and mostly contained to [[the Wasteland]] - though the House of Medicine has on occasion sold specially-grown Nymphs as prosthetics. Due to the rarity of [[Dionae]] and the difficulty of preparing a symbiote, this procedure is rare and extortionately expensive. In [[the Wasteland]] it is more common, though still an oddity, and largely practised by the Dorviza - though the continued growth of [[Dionae]] in the region has led to symbiosis occurring among several of the prominent Wasteland groups. Largely, symbiosis occurs in the form of replacement limbs - though experiments have been carried out on deeper or more extensive forms of the process, with the Skalamar University of Medicine carrying out several trials on the usage of purpose-grown nymphs as replacement organs. The renowned scholar Tarskin Tarwa led the first round of these trials, and reportedly had great success - until the truth of his experiments in Sinta-Diona compatibility came to light. Though the specifics of his process were sealed by order of the University’s administration, he was charged with gross violations of University ethical standards and expelled, fleeing Moghes to avoid criminal prosecution. Skalamar urban legends claim that Tarwa was mad, seeking immortality through unnatural and bloody experiments - and that he continues his dark research on the edge of space, even now. Though Tarwa’s research never saw the light of day, the Hegemony remains at the forefront of research into [[Dionae]] symbiosis, with some experiments continuing at the Skalamar University of Medicine - though carefully, and with controlled supervision from Hegemony officials.&lt;br /&gt;
&lt;br /&gt;
== Cultivation &amp;amp; Trading ==&lt;br /&gt;
&lt;br /&gt;
Captured by Unathi upon the discovery of their “healing” capabilities to [[Moghes]] following its’ nuclear cataclysm, [[Dionae]] have become a valuable commodity across [[the Wasteland]] – leading to their cultivation and subsequent trafficking. Depending on the Clan, [[Dionae]] may either be seen as gifts of incredible value – or even those comparable to other Unathi and therefore find themselves accepted as a member of the Clan as individuals in their own right – this does not negate that [[Dionae]] from [[Moghes]] may have had a significantly different “upbringing” as opposed to its other barky kindred. &lt;br /&gt;
[[File:685b5cb7792d62e0cd6708a332bd5e5e.png|thumb|A Dionae being used in the Wastelands by the Reclaimers. ]]&lt;br /&gt;
=== Cultivation ===&lt;br /&gt;
&lt;br /&gt;
Similarly to Dionae in the [[Nralakk Federation]], there exist individuals who focus on the tendering of nymph pods referred to as &#039;&#039;&#039;Bz’tnzai&#039;&#039;&#039;, when translated literally into [[Languages|Tau Ceti Basic]] meaning “Growers”, using &#039;&#039;&#039;Bz’ntzai Realms&#039;&#039;&#039; which exist merely as places of high radiation where maturation of pods occurs much quicker. Through this practice, the lifespan and health of Bz’ntzai are plagued by the byproducts of radiation exposure slowly resulting in a decrease of Unathite Bz’tnzai but instead being replaced by Dionae who have either been trained or taught through consumption of the deceased Bz’tnzai on the methods of cultivation. This has resulted in an increase of the [[Dionae Mindtypes|Mourning Mass]] being found across Dionae Bz&#039;tnzai. &lt;br /&gt;
&lt;br /&gt;
In particular, &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; has become renowned through the [[The Wasteland|Wastelands]] for their rearing of Dionae, and in particular, the methods they employ as to ensure a Gestalt is able to find itself managing the Wastelands, and its integration into the greater Hegemony; through specialising in the biomatter available to each cultivated Bz’ntzai Realms allowing “particular expertise” to be taught to Dionae subsequently also raising the value of the “commodity” where the Clan elects to instead gift or sell the Dionae as opposed to integrating them as a member of Dorviza. Oftentimes Clan Dorviza will utilize the Dionae as limbs – grafting them onto stumps where limbs existed previously, giving a new lease on life to those who previously found themselves confined to conventional means of living with their disabilities. &lt;br /&gt;
&lt;br /&gt;
Though there exists purposeful cultivation of Dionae, there also exists natural cultivation, often by Dionae wandering the Wastelands electing to disgorge seeds in areas of particularly high radiation – recognising within themselves the possibility to clean the area as a way to offer assistance to the Unathi, but more so provide a stable and nutritious spawning area for the next generation of nymphs that its’ seeds will yield. These unkept cultivation areas often find themselves preyed upon by [[Moghes#Siro_(Shrieker)|Siro]] circling overhead, or even Unathi that see an opportunity to capture and trade away the nymphs to ensure their survival as the Wasteland continues to grow and make life scarce.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
Though there exist countless Gestalts that exist free of having been traded, there exist those that have had an upbringing subject to specific cultivation so that they may be traded away in exchange for particular commodities. This primarily occurs within the Wastes, with &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; being the primary culprit for the advent of Dionae trading, there have been sightings of the trading extending into the eastern cities, in particular, &#039;&#039;&#039;Baandr&#039;&#039;&#039;, &#039;&#039;&#039;Res’karum&#039;&#039;&#039; and &#039;&#039;&#039;Mudki&#039;&#039;&#039;. However, the value is primarily dependent on what skills the Dionae has, with the continuously fluctuating value sometimes resulting in a Gestalt costing several [[Moghes#Azkrazal_(Threshbeast)|Azkrazal]] and sometimes even just a few bottles of [[Moghes#Xuizi_Cactus|Xuizi Juice]]. &lt;br /&gt;
&lt;br /&gt;
The trafficking conduct of those within the Dionae trade varies it primarily strays away from abusive treatment, mostly due to it resulting in less value gained when trading the Gestalt – where one has had their personality altered or injured to a degree that they no longer have usefulness to the one gaining the Gestalt. It primarily resembles as to how [[Unathi]] treat their domestic fauna such as the [[Moghes#Tul_(Tusk)|Tul]]. &lt;br /&gt;
&lt;br /&gt;
==== Trading “Guilds” or “Clans” ====&lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039;]] is largely regarded as the leader of trading Dionae, utilizing those cultivated by its Bz’tnzai to those passing through the Oases – offering them as gifts to other Clans to ensure good relations and promote community among the population centres across the oases, but sometimes even exchanging them to get commodities that would otherwise not make their way to the Wasteland Clan’s little corner of the world, or in particular scarcity, such as &#039;&#039;&#039;S’erki Flowers&#039;&#039;&#039; or &#039;&#039;&#039;S’th Berries&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Reclaimers&#039;&#039;&#039;]] have been known to utilize the Dionae they have traded for to make more radioactive pre-war ruins safer to plunder, using the species&#039; biological advantages of mimicry and soaking up of the dangerous elements to be able to claim riches that they assert as theirs. Outside of their use for scavenging, they have been also used to get into the nitty-gritty of the machinery utilized by the Reclaimers, oftentimes becoming engineers and members of the group as opposed to mere property, shifting into compartments that would otherwise cause a substantial loss of time for the Reclaimers had they had to search and eventually fix the problem. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Vihnmes&#039;&#039;&#039;]] regularly utilizes their gifted Dionae from Clan Dorviza for menial work, and sometimes as glorified composters for the byproducts of their taverns – as well as their inns. Though rather demeaning, this is typically better than the hard labour that many Dionae found themselves put to work, cultivating or even maintaining what little agricultural sectors exist on Moghes – or moving large quantities of goods as glorified merchant wagons &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Ozeuoi&#039;&#039;&#039;]] takes advantage of the species’ ability to mimic shapes, structures, and knack for being able to learn from genetic material, to ensure their defences remain well-maintained and that their allies’ modes of transport see repairs where needed. Though their isolation has stunted the number of Dionae within the Clan, there still exists a number that seems to be consistently growing, with the Reclaimers making use of their existing relationship to pawn off any “unnecessary” Dionae to Clan Ozeuoi. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Gawgaryn&#039;&#039;&#039;]] is also yet another group that finds themselves either stumbling on natural clusters or pillaging Dionae from their rightful Clans, to make use of them to assist in their raids and pillaging – in worse cases, as a way to taunt Unathi that they have kidnapped, claiming to throw them into cages of starved Gestalts with an insatiable hunger. Those that have been rescued, either through escaping or by being freed, sometimes reflect that there exist [[Dionae Mindtypes|Voided Vocals]] and even [[Dionae Mindtypes|Scarlet Scores]] within the confines of the Clan’s grips, offering a glimpse into the operations of Clan Gawgaryn that there exists truth of offering its unwilling or uncooperative hostages to starved Dionae.&lt;br /&gt;
[[File:Reclaimation.png|thumb|alt=Dionae Unathi.|The Dionae have since been used by various Unathi - even Reclaimers.]]&lt;br /&gt;
[[Zazalai_Mountains#Res’karum|&#039;&#039;&#039;Res’karum&#039;&#039;&#039;]] existing as a thorough-fare between the Zazalai Mountains has inevitably become a key player in Dionae trading, where within the city’s markets it isn’t uncommon to find Dionae being auctioned off to the highest bidder, with even peasants attempting to negotiate personal items with a willing merchant for a Nymph, sometimes entire livelihoods when concerning a Gestalt. Acclaimed as being “creatures of good fortune” due to their work in the Wastelands, and ability to be rather useful in almost any situation, some have found themselves becoming serfs to the peasants that acquire them – cleaning the home or even maintaining their grounds. It isn’t unheard of either for those chartered by the Guilds to make their way to Res’karum to purchase Dionae, where the Guilds induct them into their specialities – in particular, the [[Unathi Guilds|Miner’s Guild]] due to the lesser necessities, really only needing ultra-violet lights reasonably provided by [[Hephaestus Industries]], in order to perform mining work.&lt;br /&gt;
&lt;br /&gt;
== Dionae in the Unathi Sphere of Influence == &lt;br /&gt;
===Dionae in the Izweski Hegemony===&lt;br /&gt;
====The Guilds==== &lt;br /&gt;
The major guilds of the Hegemony were quick to take advantage of the nascent Diona trade, with many among them realizing the immense utility that gestalts offered as workers. These gestalts were almost never granted full membership in the Guilds, though their general rarity meant that they were highly prized regardless. The Miners’ Guild purchased many gestalts for their advantages in the void of space, while some chapters of the House of Medicine found that Aphrodite proved a cheap and effective painkiller. These chartered gestalts were still paid, though nowhere close to a full guildsman’s wage. The only guild on Moghes to welcome Dionae as full members was Hephaestus Industries, which already employed many gestalts elsewhere. When Hephaestus acquired most of the major guilds in 2465, the chartered gestalts were presented with the opportunity. Many were able to leave their Guilds in search of direct employment with Hephaestus, and those that remained found themselves reluctantly offered similar terms. Though Dionae guildsmen are rare, they are known to exist throughout Hephaestus’s subsidiary guilds, and the growing presence of Dionae in the Hegemony is slowly making them a more common sight.&lt;br /&gt;
&lt;br /&gt;
====The Izweski Military==== &lt;br /&gt;
The armed forces of the Hegemony do not have an official policy on the use of Dionae - they have been rare enough within the Hegemony, and their general pacifism means that there is little interest in expanding their military role. The most common military use of Dionae is at the various Wasteland outposts, where gestalts are sometimes chartered by patrols as guides or assistants. While these gestalts are not formally part of any armed force, many units in [[the Wasteland]] have grown attached to specific gestalts, and it has reportedly become a common superstition at Camp Integrity that taking a Nymph with you will bring good fortune while wandering the desert. Due to security risks, symbiosis is not permitted for the warriors of the Izweski Navy. For ground forces, regulations vary from lord to lord and regiment to regiment, with nymph prosthetics being used on occasion by Izweski forces at Camp Integrity and other Wasteland outposts. The Kataphracts have no official policy forbidding symbiosis, and neither do the mercenaries of Dagamuir Freewater Private Forces.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Ouerean Confederation=== &lt;br /&gt;
[[Dionae]] are rare on Ouerea, though it was the first point of contact between them and the Unathi. The first gestalts introduced to Ouerea largely originated from the [[Nralakk Federation]], though they were a small population in comparison to the [[Skrell]] immigrants. While many of these gestalts departed when the Federation withdrew, some remained behind in Ouerean [[Skrell]] communities. The [[Dionae]] of Ouerea are a small minority, usually lumped in with the [[Skrell]] population, and have little in the way of political influence in their own right. Few gestalts were recorded as taking part in the Ouerean Revolution directly, though several of the Unathi and [[Skrell]] veterans of the conflict used symbiosis to treat their serious injuries. The Ouerean [[Dionae]] population was, for many years, the only readily available sample of the species for Unathi xenobiologists to study. This led to a strong academic interest from Moghresian and Ouerean scholars, and some among the more scholarship-inclined gestalts quickly made names for themselves in Unathi academia. At the New Skalamar Pioneers’ Seminary, the xenobiology department is presided over by Contemplating Patterns Within Flesh, a Cyclops gestalt which made several impressive contributions to the study of Ouerean native fauna during the early colonization period.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Wasteland=== &lt;br /&gt;
The Wasteland is home to the largest [[Dionae]] population in the Hegemony, though they are scattered far and wide. The lingering radiation of the Contact War has rendered [[the Wasteland]] an ideal habitat for the growth of Nymphs, and many of [[the Wasteland]] factions make use of [[Dionae]] in their own manner. The Clan Dorviza has perhaps the most widespread use of [[Dionae]], making use of gestalts to cleanse lingering radiation around their settlements - a practice which has spread to other oasis clans since the arrival of [[Dionae]]. The Dorviza hold [[Dionae]] in particularly high esteem, considering them a blessing of one of their gods, the Saint of Ceaseless Growth. Some smaller and more isolated communities have also found [[Dionae]] to be of use in their survival. In the vast deserts of the Eastern Wasteland, the strange Th’akh monks known as the Order of the Deathless venerates a Voided Vocals gestalt, believing its ramblings to be the sacred wisdom of the dead. The Reclaimer Clans often make use of [[Dionae]] for the maintenance of their crawlers, taking advantage of their ability to squeeze into the tightest corners of the vast machines. Some groups of Gawgaryn are rumored to use Scarlet Score gestalts as living weapons, unleashing them to devour their foes.&lt;br /&gt;
&lt;br /&gt;
===The Queendom=== &lt;br /&gt;
[[The Queendom of Sezk-Hakh]] has made use of Wasteland [[Dionae]], immediately seizing the advantage that their abilities could provide in the realm’s survival. In Yu’kal, Queen Lazak has converted large sections of the Royal Conservatory into a centre of [[Dionae]] cultivation, and has already made use of some of these gestalts in cleansing the city’s farmland - perhaps saving her realm from famine during the economic turmoil of recent years. The people of the Queendom tend to view [[Dionae]] positively, due to this contribution to their land’s wellbeing. The Queendom has become a large component of the Diona trade, with Queen Lazak buying as many gestalts as she can to continue cleansing her lands. The city of Arch’ozal is where most of these gestalts are sent, cleansing the last of the radioactive debris that has been a consistent thorn in the rebuilding of the city.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
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		<updated>2024-09-02T07:52:46Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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&lt;div&gt;Credit goes to Sleepy Wolf. Located on the Dionae Art part of the Discord.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34114</id>
		<title>Moghresian Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34114"/>
		<updated>2024-09-02T07:47:17Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
&lt;br /&gt;
A budding population of [[Dionae]] exist across [[the Wasteland]], with some even making their way into the Hegemony&#039;s sphere of influence. Crashing down on the planet following a perceived meteor shower in the early 2450s, the presence of Dionae across Moghes has become apparent to the Hegemony and the wider interstellar community. [[Dionae]]have maintained coexistence with the Unathi, primarily Wastelanders, borrowing heavily from Unathite culture, using their unique properties to serve the communities they&#039;re a part of. However, more sinister Unathi have begun to cultivate, and subsequently, trade the species due to their usefulness. &lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
[[File:DionaeHistory1.gif|thumb|alt=Unathi First Discovery.|The first Unathi discovery was merely the watching of a meteor shower, later discovered to be Dionae seeds.]]&lt;br /&gt;
The introduction of [[Moghes]] to the greater interstellar community, following first contact, brought with it a plethora of species already incorporated – particularly the [[Dionae]] of the [[Nralakk Federation]]. The Federation’s involvement with the Izweski Hegemony prior to the establishment of the Ouerean Confederation allowed for [[Dionae]] to already become a somewhat known species – though obviously only to those within the upper echelons of the Hegemony’s political sphere. Despite [[Dionae]] already being introduced to the Hegemony prior to the Contact War, the arrival of the species as they are currently known occurred in 2451 CE after a perceived meteor shower scattered thousands of seeds across [[the Wasteland]] of [[Moghes]]. These seeds created oases in previously uninhabitable, irradiated areas of the Northern Wastelands, turning them into thriving ecosystems. The Unathi had initially believed these changes were miraculous but eventually discovered that the [[Dionae]] were responsible for cleansing the radiation. As the Unathi learned to communicate with the species, a symbiotic relationship developed: the [[Dionae]] purified the land in exchange for care, leading to their integration into Unathite society, however, some were captured and the commencement of [[Dionae]] trading spurred across [[Moghes]]. &lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
===Syncretism of the Eternal &amp;amp; Unathi Faiths===&lt;br /&gt;
====Th’akh====&lt;br /&gt;
The Ichor Eternal and Th’akh faiths seamlessly blend into the naturalistic reverence of Th’akh with the transformative ideals of the Ichor Eternal – the [[Dionae]], who embody both the primal forces of nature and the potential for endless evolution, find that the syncretism between the faith a path that honours their existence and growth. It is believed that the “Ichor” is the life-giving essence that flows through all living things – this is where the moniker of “Blood Eternal” originates from. This essence is believed to not merely be physical, but also spiritual, connecting all beings in a vast web of life. The Ichor is both the source of life and the conduit through which spiritual energy flows, embodying the life cycle that Th’akh venerates. The unique existence of [[Dionae]] as a collective organism is seen as the perfect manifestation of both faith’s ideals – just as the [[Dionae]] come together to form a greater whole, it is taught within Th’akh that all life is interconnected, and true spiritual fulfilment comes from the harmony between the individual and collective, nature and technology and past and future. Unique to those on Moghes, the Eternal Path – or the Th’akh Cycle – teaches that life is an endless cycle of growth, decay and rebirth. The Ichor, as the essence of life, is ever-changing, flowing through different forms and experiences. It is believed that by embracing change and growth, [[Dionae]] shall then honour this cycle and contribute to the eternal flow of the Ichor. The philosophy of the faith’s syncretism is that life is a journey of growth and transformation, where every being plays a part in the greater cycle of existence. By embracing both the natural world and the potential for evolution, it is believed that the [[Dionae]] are the ultimate expression of these ideals, with their ability to exist as both individuals and as a collective – through their practices and beliefs, they hold the ever-flowing essence of the Ichor and Th’akh. &lt;br /&gt;
&lt;br /&gt;
====Sk’akh==== &lt;br /&gt;
&lt;br /&gt;
Given the deep connection between the beliefs of [[Dionae]] and their reverence for nature and balance, it isn’t surprising that Sk’akh has connected with some tenets of the Eternal – primarily Ichor. The syncretic belief system combines the Sk’akh reverence for order and the cosmos with the Th’akh focus on spirits, nature and personal harmony – mostly rooted in the fact that [[Dionae]] were first introduced to Th’akh, before Sk’akh. It is viewed by [[Dionae]] with this belief that the universe is a carefully maintained balance of forces, guided by the divine order of Sk’akh, and its Elders, while also embracing the fluidity and interconnectedness of the spirit world emphasized by Th’akh. The universe is a grand design maintained by Sk’akh, whose influence is seen in the natural cycles and the cosmic order, [[Dionae]] believe that their harmonious existence with nature is therefore part of this cosmic order. The balance between the material plane and spirit world is crucial, and [[Dionae]] act as guardians of this balance, using their unique connection to nature and the spiritual to maintain harmony – thanks to their unique genetic absorption abilities. The [[Dionae]] believe that the Beastlands are seen as a paradise, not just for the Unathi, but for all beings who live in harmony with Sk’akh’s order; it is often depicted as a place where nature thrives in its purest form – directly opposite to the Chained Wastes, often characterised by those seeking to disrupt the balance, but uniquely, it is not seen as a punishment by [[Dionae]]. It is thought to be a necessary part of the cosmic order to ensure that chaos does not reign. Borrowed from their Th’akh foundations, [[Dionae]] believe that the Ichor of a person can return to the material plane – usually after some kind of purification, to continue their growth and maintain the balance sought by Sk’akh. Ichor, as similarly seen in the Th’akh syncretism, is seen as the lifeblood of the universe, a sacred substance that flows through all living things, connecting them to both Sk’akh and the material plane – it is revered in rituals, symbolizing the connection between body, spirit and the cosmos. It is believed that the purity of a person’s ichor is a reflection of their spiritual harmony and connection to Sk’akh. Rituals involving the consumption or offering of Ichor are central to their practices, seen as acts of devotion and balance. Similarly to Unathi, [[Dionae]] will perform tributes and dedications to the Fisher, Healer and Warrior. The Church has yet to take a stance on [[Dionae]]. &lt;br /&gt;
&lt;br /&gt;
====Si’akh====&lt;br /&gt;
The syncretism between Si’akh and the Eternal emerged following the co-existence between Unathi and [[Dionae]] in close proximity following the Contract War. It blends the [[Dionae]]’s reverence for genetic learning with the emphasis of Si’akh’s spiritual purification and asceticism – at its core, it teaches that true enlightenment and salvation and achieved through the amalgamation of ancestral knowledge, and purification of one’s soul through trials – with the former having an emphasis on genetic sampling. It is believed that by ingesting genetic material – such as blood – they can access the memories, experiences and wisdom of their predecessors, which has seen utilisation by Unathi – who consider such ritual to be a sacred rite, enabling adherents to carry the “Echoes” of their ancestors within them. Emulating the ascetic traditions of Si’akh, [[Dionae]] lead lives of simplicity and restraint, in which they abstain from indulgent behaviours, focusing instead on spiritual growth and community service – this is the ultimate goal, to reach a transcendental state where the [[Dionae]] becomes a collective consciousness with the ancestors, enriched by accumulated knowledge. It is largely thought that forceful acquisition of genetic material is not to show restraint, and any form of coercion, kidnapping or unethical extraction is considered taboo, tarnishing the purity sought through Si’akh – [[Dionae]] must be taught to seek willing donors and to honour the gift of their genetic abilities with profound respect and gratitude.&lt;br /&gt;
 &lt;br /&gt;
====Aut’akh====&lt;br /&gt;
&lt;br /&gt;
As far as parallels go, Aut&#039;akh and Iron Eternal are the most similar - other branches tend not to align with the Aut&#039;akh, nor do they seek to support them, particularly when confronted with the threat of termination through association with the Aut&#039;akh. In its present form, the religion fuses the Aut’akh desire to attain self-actualization through augmentation, the Iron Eternals&#039; belief that technology is essential for spiritual growth, and a shared reverence for the fusion of flesh, spirit, and machine. Although it is predominantly practised by the [[Dionae]], some Sinta have begun to follow it as well – particularly those seeking to transcend the limitations of flesh and spirit with technological integration while maintaining their distinctive spiritual traditions. Additionally, it is largely decentralized, since many Moghes inhabitants who follow such faith can find themselves in hot water with the local population, especially those who follow the Sk&#039;akh or Th&#039;akh faith. In addition to traditional Th&#039;akh and Sk&#039;akh followers, who oppose these beliefs, megacorporations and governments view these beliefs as subversive – an unfortunate byproduct of Aut&#039;akh values. &lt;br /&gt;
&lt;br /&gt;
=== Way of Life === &lt;br /&gt;
&lt;br /&gt;
Unlike other locations within the greater Spur, the way of life for [[Dionae]] within the Izweski Hegemony can vary greatly. Depending on the geography of one’s birth, a [[Dionae]] can find themselves bred for cultivation, and subsequently trading, or even within the annals of a Clan becoming their Chronicler – at least those that have. Though the population of [[Dionae]] continues to grow as their presence becomes more cemented within the Hegemony, they are still a rather infrequent sight – vast majorities of the Unathi across the Hegemony have laid their eyes on the species, at least not in the flesh. Stories are carried along the rumour mill of their abilities, some contorting them into nightmarish tales as a method to urge Unathi to be wary within [[the Wasteland]], which typically ushers many of the lower-born Unathi to seek the species to “realize” for themselves, their standing on the species. &lt;br /&gt;
&lt;br /&gt;
Though rare, [[Dionae]] are slowly becoming a rather substantive population within the Hegemony – thanks to their asexual reproductive abilities, and abundance of radiation within [[the Wasteland]] – and are expected to become the second-highest population of non-Unathi within the next three decades. The Hegemony has not taken any official stance on the species, despite their growing numbers, which places them in a rather weird position with the greater Hegemony, and the sub-factions within. Each has a unique approach to the species and uses them for its own advantages. However, as time marches on, it is clear that the Hegemony will soon have to make a decision on [[Dionae]] – whether it be for good, or for bad – as time is running out on how to handle their presence. &lt;br /&gt;
&lt;br /&gt;
Exploitation of [[Dionae]] extends beyond their cultivation and trading; it is embedded in the very fabric of their existence within the Hegemony. As a species that thrives on symbiosis and collective growth, the [[Dionae]] are often perceived as tools or resources to be exploited rather than sophonts deserving of autonomy and rights. Moghes’ harsh labour conditions in resource-rich but dangerous environments often see [[Dionae]] being exploited for their regenerative capabilities. [[Dionae]] are expected to endure gruelling work that would be lethal to other species. While their ability to regenerate might allow them to survive, the psychological and physical toll is immense. These conditions, coupled with the lack of any official recognition for their sentience and rights, make the [[Dionae]] particularly vulnerable within the Hegemony. &lt;br /&gt;
&lt;br /&gt;
=== Honour ===&lt;br /&gt;
==== Code of the Bz’tnzai ==== &lt;br /&gt;
&lt;br /&gt;
[[Dionae]] that find themselves elevated to Bz’tnzai are designated as cultivators of the next generation of beings; they are to hold the utmost respect for their Clan, and ensure that their actions are in alignment with the desires of the Clan Head. They are the stewards of growth, and protectors of the harmonic life cycle – they are oftentimes even viewed as performing the work of the respective Unathi religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Bz&#039;ntzai&#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;
&#039;&#039;&#039;I. Stewardship of Growth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to preserve life, the Bz&#039;tnzai are charged with cultivating and nurturing new Dionae. Throughout the growth of each sapling, from its earliest sprout to its full maturity, it must be nurtured and cared for with unwavering dedication. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Preservation of Harmony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz&#039;tnzai must maintain a balance between Dionae and Unathi. As caretakers of both species, they must meet the needs of the Unathi, respecting their traditions and well-being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Guardians of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a similar vein to the Chronicler, the Bz’tnzai are keepers of the knowledge of Dionae cultivation. They must ensure that the teachings given to them are preserved and imparted to new generations, ensuring the continuity of the practice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Sacrifice for the Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the community is threatened, the Bz’tnzai must be prepared to sacrifice for the greater good. Whether it be time, resources, or even their own lives, they must place the welfare of the many above the needs of the few, ensuring the survival and prosperity of all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Honouring the Cycle of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz’tnzai must understand that life is a cycle of growth, decay, and renewal. They must honour this cycle, ensuring that the passing of life is met with dignity and that the remnants of the old nourish the new, continuing the eternal dance of existence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Sentinel==== &lt;br /&gt;
&lt;br /&gt;
A Gestalt following the Sentinel Code is often concerned with precedent and the security of the community. [[Dionae]] who follow this path are beings of action. A Gestalt who manifests this aspect is encouraged to make sure that their actions speak for themselves and to be candid and direct. Since the Sentinel expresses itself by taking action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Sentinel&#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;
&#039;&#039;&#039;I. Righteousness Above All&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel places the truth as seen before them above all else. Their actions must reflect this unwavering commitment to Righteousness. They stand as beacons of fairness and honesty, never disguising their motives or obscuring facts. Righteousness guides all other principles, shaping the path the Sentinel follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Mercy for the Weak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel protects those who cannot protect themselves, offering Mercy to the weak and innocent. They do not harm the defenceless or take advantage of the vulnerable. Surrender to a Sentinel is an act of honour, ensuring fair treatment and respect. Mercy is shown even in battle, where honour dictates the restraint of power over those who are subdued.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Integrity of Word&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Sentinel&#039;s word is their bond, carrying the weight of their Integrity. Once a commitment is made, the Sentinel ensures that reality conforms to their promise. Integrity is the balance to Righteousness, demanding that the world itself be shaped to honour the Sentinel&#039;s word.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Loyalty to Leadership and Kin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loyalty binds the Sentinel to their superior, be it a Lord, clan leader, or partner. A Sentinel would willingly sacrifice their life for the protection of their leader or kin. However, Loyalty is not blind; if obeying an order would violate any of the other tenets, the Sentinel is duty-bound to refuse in order to maintain their honour.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Chronicler====&lt;br /&gt;
&lt;br /&gt;
The Code of the Chronicler represents the embodiment of wisdom, memory, and the pursuit of knowledge within the [[Dionae]]. Chroniclers are the living repositories of a Clan’s history, wisdom, and cultural identity, and they dedicate their existence to the cultivation of knowledge and the guidance of future generations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Chronicler&#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;
&#039;&#039;&#039;I. The Pursuit of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are driven by an insatiable desire to gather knowledge from every corner of the cosmos. They are beings of contemplation, preferring to observe, listen, and learn before they speak. Their curiosity knows no bounds, and they seek to understand not just the physical world, but the spiritual, cultural, and emotional dimensions of existence as well. Every piece of information, every memory absorbed, is a treasure that adds to the vast library of knowledge that Chroniclers maintain within themselves and their clan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. The Guardian of Wisdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the custodians of their clan&#039;s collective memory, Chroniclers bear the immense responsibility of safeguarding the wisdom of the past. This role is not merely about hoarding knowledge but also about interpreting it and applying it to guide others. Chroniclers are expected to use their accumulated wisdom to enrich their communities, ensuring that the lessons of history are passed down and that the knowledge they possess benefits all. They teach, advise, and mentor, raising clusters of gestalts to independence and preparing them for the challenges of life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. The Ethical Use of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge is power, but it is also a responsibility. Chroniclers adhere to a strict ethical code, ensuring that the knowledge they possess is never used for personal gain or to further selfish ambitions. It is a grave taboo for a Chronicler to exploit their vast stores of information for their own benefit. Instead, they seek to find champions—individuals or causes worthy of their knowledge and guidance. By sponsoring and advising these champions, Chroniclers ensure that their wisdom is put to noble use, serving the greater good of the clan and the broader community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. The Role of the Mentor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are more than mere advisors; they are mentors and spiritual guides. Within the Oasis clans, Chroniclers are revered as the caretakers of the mental and spiritual well-being of the gestalts. They provide counsel not just in matters of knowledge, but in matters of the soul, helping their kin navigate the complexities of existence. They nurture the growth of young gestalts, helping them find their place within the clan. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. The Keeper of Memory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
True to their name, Chroniclers are the archivists of their clan&#039;s history. They meticulously record and preserve the memories of their people, ensuring that nothing is lost to the sands of time. Their stories are more than just entertainment; they are the lifeblood of the clan&#039;s cultural identity, connecting the present with the past and providing a sense of continuity and purpose. Chroniclers are renowned for their storytelling abilities, weaving tales that are rich in wisdom and filled with the echoes of countless lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. The Legacy of the Chronicler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Chronicler&#039;s ultimate goal is to leave a legacy of wisdom that will endure long after they have passed into the collective memory of the Dionae. This legacy is not measured in material wealth or personal achievements, but in the lives they have touched, the knowledge they have preserved, and the wisdom they have imparted. A Chronicler lives on in the stories they tell, the advice they give, and the generations they raise to carry forward the torch of knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VII. The Eternal Observer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are eternal observers, ever watchful and ever learning. They are patient, knowing that the pursuit of knowledge is a lifelong journey with no end. They take the long view, understanding that wisdom is not just about knowing facts, but about understanding the deeper truths that lie beneath the surface. As they observe the world around them, they remain committed to the principles of their code, always seeking to use their knowledge to serve others and to guide their clan toward a brighter future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
&lt;br /&gt;
The use of Nymphs as makeshift prosthetics is a rare practice, but one which is more common on Moghes than most other locales in the Spur. The first reports of [[Dionae]] symbiosis came from the Clan Dorviza of [[the Wasteland]], and were first dismissed as outlandish tales - only to be confirmed. Though the general Unathi skepticism of cybernetics meant many were wary as to this new development, it was broadly agreed at the Hegemon’s great religious conclave that symbiosis was not damaging to the soul. The practice is still rare, and mostly contained to [[the Wasteland]] - though the House of Medicine has on occasion sold specially-grown Nymphs as prosthetics. Due to the rarity of [[Dionae]] and the difficulty of preparing a symbiote, this procedure is rare and extortionately expensive. In [[the Wasteland]] it is more common, though still an oddity, and largely practised by the Dorviza - though the continued growth of [[Dionae]] in the region has led to symbiosis occurring among several of the prominent Wasteland groups. Largely, symbiosis occurs in the form of replacement limbs - though experiments have been carried out on deeper or more extensive forms of the process, with the Skalamar University of Medicine carrying out several trials on the usage of purpose-grown nymphs as replacement organs. The renowned scholar Tarskin Tarwa led the first round of these trials, and reportedly had great success - until the truth of his experiments in Sinta-Diona compatibility came to light. Though the specifics of his process were sealed by order of the University’s administration, he was charged with gross violations of University ethical standards and expelled, fleeing Moghes to avoid criminal prosecution. Skalamar urban legends claim that Tarwa was mad, seeking immortality through unnatural and bloody experiments - and that he continues his dark research on the edge of space, even now. Though Tarwa’s research never saw the light of day, the Hegemony remains at the forefront of research into [[Dionae]] symbiosis, with some experiments continuing at the Skalamar University of Medicine - though carefully, and with controlled supervision from Hegemony officials.&lt;br /&gt;
&lt;br /&gt;
== Cultivation &amp;amp; Trading ==&lt;br /&gt;
&lt;br /&gt;
Captured by Unathi upon the discovery of their “healing” capabilities to [[Moghes]] following its’ nuclear cataclysm, [[Dionae]] have become a valuable commodity across [[the Wasteland]] – leading to their cultivation and subsequent trafficking. Depending on the Clan, [[Dionae]] may either be seen as gifts of incredible value – or even those comparable to other Unathi and therefore find themselves accepted as a member of the Clan as individuals in their own right – this does not negate that [[Dionae]] from [[Moghes]] may have had a significantly different “upbringing” as opposed to its other barky kindred. &lt;br /&gt;
&lt;br /&gt;
=== Cultivation ===&lt;br /&gt;
&lt;br /&gt;
Similarly to Dionae in the [[Nralakk Federation]], there exist individuals who focus on the tendering of nymph pods referred to as &#039;&#039;&#039;Bz’tnzai&#039;&#039;&#039;, when translated literally into [[Languages|Tau Ceti Basic]] meaning “Growers”, using &#039;&#039;&#039;Bz’ntzai Realms&#039;&#039;&#039; which exist merely as places of high radiation where maturation of pods occurs much quicker. Through this practice, the lifespan and health of Bz’ntzai are plagued by the byproducts of radiation exposure slowly resulting in a decrease of Unathite Bz’tnzai but instead being replaced by Dionae who have either been trained or taught through consumption of the deceased Bz’tnzai on the methods of cultivation. This has resulted in an increase of the [[Dionae Mindtypes|Mourning Mass]] being found across Dionae Bz&#039;tnzai. &lt;br /&gt;
&lt;br /&gt;
In particular, &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; has become renowned through the [[The Wasteland|Wastelands]] for their rearing of Dionae, and in particular, the methods they employ as to ensure a Gestalt is able to find itself managing the Wastelands, and its integration into the greater Hegemony; through specialising in the biomatter available to each cultivated Bz’ntzai Realms allowing “particular expertise” to be taught to Dionae subsequently also raising the value of the “commodity” where the Clan elects to instead gift or sell the Dionae as opposed to integrating them as a member of Dorviza. Oftentimes Clan Dorviza will utilize the Dionae as limbs – grafting them onto stumps where limbs existed previously, giving a new lease on life to those who previously found themselves confined to conventional means of living with their disabilities. &lt;br /&gt;
&lt;br /&gt;
Though there exists purposeful cultivation of Dionae, there also exists natural cultivation, often by Dionae wandering the Wastelands electing to disgorge seeds in areas of particularly high radiation – recognising within themselves the possibility to clean the area as a way to offer assistance to the Unathi, but more so provide a stable and nutritious spawning area for the next generation of nymphs that its’ seeds will yield. These unkept cultivation areas often find themselves preyed upon by [[Moghes#Siro_(Shrieker)|Siro]] circling overhead, or even Unathi that see an opportunity to capture and trade away the nymphs to ensure their survival as the Wasteland continues to grow and make life scarce.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
Though there exist countless Gestalts that exist free of having been traded, there exist those that have had an upbringing subject to specific cultivation so that they may be traded away in exchange for particular commodities. This primarily occurs within the Wastes, with &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; being the primary culprit for the advent of Dionae trading, there have been sightings of the trading extending into the eastern cities, in particular, &#039;&#039;&#039;Baandr&#039;&#039;&#039;, &#039;&#039;&#039;Res’karum&#039;&#039;&#039; and &#039;&#039;&#039;Mudki&#039;&#039;&#039;. However, the value is primarily dependent on what skills the Dionae has, with the continuously fluctuating value sometimes resulting in a Gestalt costing several [[Moghes#Azkrazal_(Threshbeast)|Azkrazal]] and sometimes even just a few bottles of [[Moghes#Xuizi_Cactus|Xuizi Juice]]. &lt;br /&gt;
&lt;br /&gt;
The trafficking conduct of those within the Dionae trade varies it primarily strays away from abusive treatment, mostly due to it resulting in less value gained when trading the Gestalt – where one has had their personality altered or injured to a degree that they no longer have usefulness to the one gaining the Gestalt. It primarily resembles as to how [[Unathi]] treat their domestic fauna such as the [[Moghes#Tul_(Tusk)|Tul]]. &lt;br /&gt;
&lt;br /&gt;
==== Trading “Guilds” or “Clans” ====&lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039;]] is largely regarded as the leader of trading Dionae, utilizing those cultivated by its Bz’tnzai to those passing through the Oases – offering them as gifts to other Clans to ensure good relations and promote community among the population centres across the oases, but sometimes even exchanging them to get commodities that would otherwise not make their way to the Wasteland Clan’s little corner of the world, or in particular scarcity, such as &#039;&#039;&#039;S’erki Flowers&#039;&#039;&#039; or &#039;&#039;&#039;S’th Berries&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Reclaimers&#039;&#039;&#039;]] have been known to utilize the Dionae they have traded for to make more radioactive pre-war ruins safer to plunder, using the species&#039; biological advantages of mimicry and soaking up of the dangerous elements to be able to claim riches that they assert as theirs. Outside of their use for scavenging, they have been also used to get into the nitty-gritty of the machinery utilized by the Reclaimers, oftentimes becoming engineers and members of the group as opposed to mere property, shifting into compartments that would otherwise cause a substantial loss of time for the Reclaimers had they had to search and eventually fix the problem. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Vihnmes&#039;&#039;&#039;]] regularly utilizes their gifted Dionae from Clan Dorviza for menial work, and sometimes as glorified composters for the byproducts of their taverns – as well as their inns. Though rather demeaning, this is typically better than the hard labour that many Dionae found themselves put to work, cultivating or even maintaining what little agricultural sectors exist on Moghes – or moving large quantities of goods as glorified merchant wagons &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Ozeuoi&#039;&#039;&#039;]] takes advantage of the species’ ability to mimic shapes, structures, and knack for being able to learn from genetic material, to ensure their defences remain well-maintained and that their allies’ modes of transport see repairs where needed. Though their isolation has stunted the number of Dionae within the Clan, there still exists a number that seems to be consistently growing, with the Reclaimers making use of their existing relationship to pawn off any “unnecessary” Dionae to Clan Ozeuoi. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Gawgaryn&#039;&#039;&#039;]] is also yet another group that finds themselves either stumbling on natural clusters or pillaging Dionae from their rightful Clans, to make use of them to assist in their raids and pillaging – in worse cases, as a way to taunt Unathi that they have kidnapped, claiming to throw them into cages of starved Gestalts with an insatiable hunger. Those that have been rescued, either through escaping or by being freed, sometimes reflect that there exist [[Dionae Mindtypes|Voided Vocals]] and even [[Dionae Mindtypes|Scarlet Scores]] within the confines of the Clan’s grips, offering a glimpse into the operations of Clan Gawgaryn that there exists truth of offering its unwilling or uncooperative hostages to starved Dionae.&lt;br /&gt;
[[File:Reclaimation.png|thumb|alt=Dionae Unathi.|The Dionae have since been used by various Unathi - even Reclaimers.]]&lt;br /&gt;
[[Zazalai_Mountains#Res’karum|&#039;&#039;&#039;Res’karum&#039;&#039;&#039;]] existing as a thorough-fare between the Zazalai Mountains has inevitably become a key player in Dionae trading, where within the city’s markets it isn’t uncommon to find Dionae being auctioned off to the highest bidder, with even peasants attempting to negotiate personal items with a willing merchant for a Nymph, sometimes entire livelihoods when concerning a Gestalt. Acclaimed as being “creatures of good fortune” due to their work in the Wastelands, and ability to be rather useful in almost any situation, some have found themselves becoming serfs to the peasants that acquire them – cleaning the home or even maintaining their grounds. It isn’t unheard of either for those chartered by the Guilds to make their way to Res’karum to purchase Dionae, where the Guilds induct them into their specialities – in particular, the [[Unathi Guilds|Miner’s Guild]] due to the lesser necessities, really only needing ultra-violet lights reasonably provided by [[Hephaestus Industries]], in order to perform mining work.&lt;br /&gt;
&lt;br /&gt;
== Dionae in the Unathi Sphere of Influence == &lt;br /&gt;
===Dionae in the Izweski Hegemony===&lt;br /&gt;
====The Guilds==== &lt;br /&gt;
The major guilds of the Hegemony were quick to take advantage of the nascent Diona trade, with many among them realizing the immense utility that gestalts offered as workers. These gestalts were almost never granted full membership in the Guilds, though their general rarity meant that they were highly prized regardless. The Miners’ Guild purchased many gestalts for their advantages in the void of space, while some chapters of the House of Medicine found that Aphrodite proved a cheap and effective painkiller. These chartered gestalts were still paid, though nowhere close to a full guildsman’s wage. The only guild on Moghes to welcome Dionae as full members was Hephaestus Industries, which already employed many gestalts elsewhere. When Hephaestus acquired most of the major guilds in 2465, the chartered gestalts were presented with the opportunity. Many were able to leave their Guilds in search of direct employment with Hephaestus, and those that remained found themselves reluctantly offered similar terms. Though Dionae guildsmen are rare, they are known to exist throughout Hephaestus’s subsidiary guilds, and the growing presence of Dionae in the Hegemony is slowly making them a more common sight.&lt;br /&gt;
&lt;br /&gt;
====The Izweski Military==== &lt;br /&gt;
The armed forces of the Hegemony do not have an official policy on the use of Dionae - they have been rare enough within the Hegemony, and their general pacifism means that there is little interest in expanding their military role. The most common military use of Dionae is at the various Wasteland outposts, where gestalts are sometimes chartered by patrols as guides or assistants. While these gestalts are not formally part of any armed force, many units in [[the Wasteland]] have grown attached to specific gestalts, and it has reportedly become a common superstition at Camp Integrity that taking a Nymph with you will bring good fortune while wandering the desert. Due to security risks, symbiosis is not permitted for the warriors of the Izweski Navy. For ground forces, regulations vary from lord to lord and regiment to regiment, with nymph prosthetics being used on occasion by Izweski forces at Camp Integrity and other Wasteland outposts. The Kataphracts have no official policy forbidding symbiosis, and neither do the mercenaries of Dagamuir Freewater Private Forces.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Ouerean Confederation=== &lt;br /&gt;
[[Dionae]] are rare on Ouerea, though it was the first point of contact between them and the Unathi. The first gestalts introduced to Ouerea largely originated from the [[Nralakk Federation]], though they were a small population in comparison to the [[Skrell]] immigrants. While many of these gestalts departed when the Federation withdrew, some remained behind in Ouerean [[Skrell]] communities. The [[Dionae]] of Ouerea are a small minority, usually lumped in with the [[Skrell]] population, and have little in the way of political influence in their own right. Few gestalts were recorded as taking part in the Ouerean Revolution directly, though several of the Unathi and [[Skrell]] veterans of the conflict used symbiosis to treat their serious injuries. The Ouerean [[Dionae]] population was, for many years, the only readily available sample of the species for Unathi xenobiologists to study. This led to a strong academic interest from Moghresian and Ouerean scholars, and some among the more scholarship-inclined gestalts quickly made names for themselves in Unathi academia. At the New Skalamar Pioneers’ Seminary, the xenobiology department is presided over by Contemplating Patterns Within Flesh, a Cyclops gestalt which made several impressive contributions to the study of Ouerean native fauna during the early colonization period.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Wasteland=== &lt;br /&gt;
The Wasteland is home to the largest [[Dionae]] population in the Hegemony, though they are scattered far and wide. The lingering radiation of the Contact War has rendered [[the Wasteland]] an ideal habitat for the growth of Nymphs, and many of [[the Wasteland]] factions make use of [[Dionae]] in their own manner. The Clan Dorviza has perhaps the most widespread use of [[Dionae]], making use of gestalts to cleanse lingering radiation around their settlements - a practice which has spread to other oasis clans since the arrival of [[Dionae]]. The Dorviza hold [[Dionae]] in particularly high esteem, considering them a blessing of one of their gods, the Saint of Ceaseless Growth. Some smaller and more isolated communities have also found [[Dionae]] to be of use in their survival. In the vast deserts of the Eastern Wasteland, the strange Th’akh monks known as the Order of the Deathless venerates a Voided Vocals gestalt, believing its ramblings to be the sacred wisdom of the dead. The Reclaimer Clans often make use of [[Dionae]] for the maintenance of their crawlers, taking advantage of their ability to squeeze into the tightest corners of the vast machines. Some groups of Gawgaryn are rumored to use Scarlet Score gestalts as living weapons, unleashing them to devour their foes.&lt;br /&gt;
&lt;br /&gt;
===The Queendom=== &lt;br /&gt;
[[The Queendom of Sezk-Hakh]] has made use of Wasteland [[Dionae]], immediately seizing the advantage that their abilities could provide in the realm’s survival. In Yu’kal, Queen Lazak has converted large sections of the Royal Conservatory into a centre of [[Dionae]] cultivation, and has already made use of some of these gestalts in cleansing the city’s farmland - perhaps saving her realm from famine during the economic turmoil of recent years. The people of the Queendom tend to view [[Dionae]] positively, due to this contribution to their land’s wellbeing. The Queendom has become a large component of the Diona trade, with Queen Lazak buying as many gestalts as she can to continue cleansing her lands. The city of Arch’ozal is where most of these gestalts are sent, cleansing the last of the radioactive debris that has been a consistent thorn in the rebuilding of the city.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34113</id>
		<title>Moghresian Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34113"/>
		<updated>2024-09-02T07:46:24Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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=Overview=&lt;br /&gt;
&lt;br /&gt;
A budding population of [[Dionae]] exist across [[the Wasteland]], with some even making their way into the Hegemony&#039;s sphere of influence. Crashing down on the planet following a perceived meteor shower in the early 2450s, the presence of Dionae across Moghes has become apparent to the Hegemony and the wider interstellar community. [[Dionae]]have maintained coexistence with the Unathi, primarily Wastelanders, borrowing heavily from Unathite culture, using their unique properties to serve the communities they&#039;re a part of. However, more sinister Unathi have begun to cultivate, and subsequently, trade the species due to their usefulness. &lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
The introduction of [[Moghes]] to the greater interstellar community, following first contact, brought with it a plethora of species already incorporated – particularly the [[Dionae]] of the [[Nralakk Federation]]. The Federation’s involvement with the Izweski Hegemony prior to the establishment of the Ouerean Confederation allowed for [[Dionae]] to already become a somewhat known species – though obviously only to those within the upper echelons of the Hegemony’s political sphere. Despite [[Dionae]] already being introduced to the Hegemony prior to the Contact War, the arrival of the species as they are currently known occurred in 2451 CE after a perceived meteor shower scattered thousands of seeds across [[the Wasteland]] of [[Moghes]]. These seeds created oases in previously uninhabitable, irradiated areas of the Northern Wastelands, turning them into thriving ecosystems. The Unathi had initially believed these changes were miraculous but eventually discovered that the [[Dionae]] were responsible for cleansing the radiation. As the Unathi learned to communicate with the species, a symbiotic relationship developed: the [[Dionae]] purified the land in exchange for care, leading to their integration into Unathite society, however, some were captured and the commencement of [[Dionae]] trading spurred across [[Moghes]]. &lt;br /&gt;
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== Culture ==&lt;br /&gt;
&lt;br /&gt;
===Syncretism of the Eternal &amp;amp; Unathi Faiths===&lt;br /&gt;
====Th’akh====&lt;br /&gt;
The Ichor Eternal and Th’akh faiths seamlessly blend into the naturalistic reverence of Th’akh with the transformative ideals of the Ichor Eternal – the [[Dionae]], who embody both the primal forces of nature and the potential for endless evolution, find that the syncretism between the faith a path that honours their existence and growth. It is believed that the “Ichor” is the life-giving essence that flows through all living things – this is where the moniker of “Blood Eternal” originates from. This essence is believed to not merely be physical, but also spiritual, connecting all beings in a vast web of life. The Ichor is both the source of life and the conduit through which spiritual energy flows, embodying the life cycle that Th’akh venerates. The unique existence of [[Dionae]] as a collective organism is seen as the perfect manifestation of both faith’s ideals – just as the [[Dionae]] come together to form a greater whole, it is taught within Th’akh that all life is interconnected, and true spiritual fulfilment comes from the harmony between the individual and collective, nature and technology and past and future. Unique to those on Moghes, the Eternal Path – or the Th’akh Cycle – teaches that life is an endless cycle of growth, decay and rebirth. The Ichor, as the essence of life, is ever-changing, flowing through different forms and experiences. It is believed that by embracing change and growth, [[Dionae]] shall then honour this cycle and contribute to the eternal flow of the Ichor. The philosophy of the faith’s syncretism is that life is a journey of growth and transformation, where every being plays a part in the greater cycle of existence. By embracing both the natural world and the potential for evolution, it is believed that the [[Dionae]] are the ultimate expression of these ideals, with their ability to exist as both individuals and as a collective – through their practices and beliefs, they hold the ever-flowing essence of the Ichor and Th’akh. &lt;br /&gt;
&lt;br /&gt;
====Sk’akh==== &lt;br /&gt;
&lt;br /&gt;
Given the deep connection between the beliefs of [[Dionae]] and their reverence for nature and balance, it isn’t surprising that Sk’akh has connected with some tenets of the Eternal – primarily Ichor. The syncretic belief system combines the Sk’akh reverence for order and the cosmos with the Th’akh focus on spirits, nature and personal harmony – mostly rooted in the fact that [[Dionae]] were first introduced to Th’akh, before Sk’akh. It is viewed by [[Dionae]] with this belief that the universe is a carefully maintained balance of forces, guided by the divine order of Sk’akh, and its Elders, while also embracing the fluidity and interconnectedness of the spirit world emphasized by Th’akh. The universe is a grand design maintained by Sk’akh, whose influence is seen in the natural cycles and the cosmic order, [[Dionae]] believe that their harmonious existence with nature is therefore part of this cosmic order. The balance between the material plane and spirit world is crucial, and [[Dionae]] act as guardians of this balance, using their unique connection to nature and the spiritual to maintain harmony – thanks to their unique genetic absorption abilities. The [[Dionae]] believe that the Beastlands are seen as a paradise, not just for the Unathi, but for all beings who live in harmony with Sk’akh’s order; it is often depicted as a place where nature thrives in its purest form – directly opposite to the Chained Wastes, often characterised by those seeking to disrupt the balance, but uniquely, it is not seen as a punishment by [[Dionae]]. It is thought to be a necessary part of the cosmic order to ensure that chaos does not reign. Borrowed from their Th’akh foundations, [[Dionae]] believe that the Ichor of a person can return to the material plane – usually after some kind of purification, to continue their growth and maintain the balance sought by Sk’akh. Ichor, as similarly seen in the Th’akh syncretism, is seen as the lifeblood of the universe, a sacred substance that flows through all living things, connecting them to both Sk’akh and the material plane – it is revered in rituals, symbolizing the connection between body, spirit and the cosmos. It is believed that the purity of a person’s ichor is a reflection of their spiritual harmony and connection to Sk’akh. Rituals involving the consumption or offering of Ichor are central to their practices, seen as acts of devotion and balance. Similarly to Unathi, [[Dionae]] will perform tributes and dedications to the Fisher, Healer and Warrior. The Church has yet to take a stance on [[Dionae]]. &lt;br /&gt;
&lt;br /&gt;
====Si’akh====&lt;br /&gt;
The syncretism between Si’akh and the Eternal emerged following the co-existence between Unathi and [[Dionae]] in close proximity following the Contract War. It blends the [[Dionae]]’s reverence for genetic learning with the emphasis of Si’akh’s spiritual purification and asceticism – at its core, it teaches that true enlightenment and salvation and achieved through the amalgamation of ancestral knowledge, and purification of one’s soul through trials – with the former having an emphasis on genetic sampling. It is believed that by ingesting genetic material – such as blood – they can access the memories, experiences and wisdom of their predecessors, which has seen utilisation by Unathi – who consider such ritual to be a sacred rite, enabling adherents to carry the “Echoes” of their ancestors within them. Emulating the ascetic traditions of Si’akh, [[Dionae]] lead lives of simplicity and restraint, in which they abstain from indulgent behaviours, focusing instead on spiritual growth and community service – this is the ultimate goal, to reach a transcendental state where the [[Dionae]] becomes a collective consciousness with the ancestors, enriched by accumulated knowledge. It is largely thought that forceful acquisition of genetic material is not to show restraint, and any form of coercion, kidnapping or unethical extraction is considered taboo, tarnishing the purity sought through Si’akh – [[Dionae]] must be taught to seek willing donors and to honour the gift of their genetic abilities with profound respect and gratitude.&lt;br /&gt;
 &lt;br /&gt;
====Aut’akh====&lt;br /&gt;
&lt;br /&gt;
As far as parallels go, Aut&#039;akh and Iron Eternal are the most similar - other branches tend not to align with the Aut&#039;akh, nor do they seek to support them, particularly when confronted with the threat of termination through association with the Aut&#039;akh. In its present form, the religion fuses the Aut’akh desire to attain self-actualization through augmentation, the Iron Eternals&#039; belief that technology is essential for spiritual growth, and a shared reverence for the fusion of flesh, spirit, and machine. Although it is predominantly practised by the [[Dionae]], some Sinta have begun to follow it as well – particularly those seeking to transcend the limitations of flesh and spirit with technological integration while maintaining their distinctive spiritual traditions. Additionally, it is largely decentralized, since many Moghes inhabitants who follow such faith can find themselves in hot water with the local population, especially those who follow the Sk&#039;akh or Th&#039;akh faith. In addition to traditional Th&#039;akh and Sk&#039;akh followers, who oppose these beliefs, megacorporations and governments view these beliefs as subversive – an unfortunate byproduct of Aut&#039;akh values. &lt;br /&gt;
&lt;br /&gt;
=== Way of Life === &lt;br /&gt;
&lt;br /&gt;
Unlike other locations within the greater Spur, the way of life for [[Dionae]] within the Izweski Hegemony can vary greatly. Depending on the geography of one’s birth, a [[Dionae]] can find themselves bred for cultivation, and subsequently trading, or even within the annals of a Clan becoming their Chronicler – at least those that have. Though the population of [[Dionae]] continues to grow as their presence becomes more cemented within the Hegemony, they are still a rather infrequent sight – vast majorities of the Unathi across the Hegemony have laid their eyes on the species, at least not in the flesh. Stories are carried along the rumour mill of their abilities, some contorting them into nightmarish tales as a method to urge Unathi to be wary within [[the Wasteland]], which typically ushers many of the lower-born Unathi to seek the species to “realize” for themselves, their standing on the species. &lt;br /&gt;
&lt;br /&gt;
Though rare, [[Dionae]] are slowly becoming a rather substantive population within the Hegemony – thanks to their asexual reproductive abilities, and abundance of radiation within [[the Wasteland]] – and are expected to become the second-highest population of non-Unathi within the next three decades. The Hegemony has not taken any official stance on the species, despite their growing numbers, which places them in a rather weird position with the greater Hegemony, and the sub-factions within. Each has a unique approach to the species and uses them for its own advantages. However, as time marches on, it is clear that the Hegemony will soon have to make a decision on [[Dionae]] – whether it be for good, or for bad – as time is running out on how to handle their presence. &lt;br /&gt;
&lt;br /&gt;
Exploitation of [[Dionae]] extends beyond their cultivation and trading; it is embedded in the very fabric of their existence within the Hegemony. As a species that thrives on symbiosis and collective growth, the [[Dionae]] are often perceived as tools or resources to be exploited rather than sophonts deserving of autonomy and rights. Moghes’ harsh labour conditions in resource-rich but dangerous environments often see [[Dionae]] being exploited for their regenerative capabilities. [[Dionae]] are expected to endure gruelling work that would be lethal to other species. While their ability to regenerate might allow them to survive, the psychological and physical toll is immense. These conditions, coupled with the lack of any official recognition for their sentience and rights, make the [[Dionae]] particularly vulnerable within the Hegemony. &lt;br /&gt;
&lt;br /&gt;
=== Honour ===&lt;br /&gt;
==== Code of the Bz’tnzai ==== &lt;br /&gt;
&lt;br /&gt;
[[Dionae]] that find themselves elevated to Bz’tnzai are designated as cultivators of the next generation of beings; they are to hold the utmost respect for their Clan, and ensure that their actions are in alignment with the desires of the Clan Head. They are the stewards of growth, and protectors of the harmonic life cycle – they are oftentimes even viewed as performing the work of the respective Unathi religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Bz&#039;ntzai&#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;
&#039;&#039;&#039;I. Stewardship of Growth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to preserve life, the Bz&#039;tnzai are charged with cultivating and nurturing new Dionae. Throughout the growth of each sapling, from its earliest sprout to its full maturity, it must be nurtured and cared for with unwavering dedication. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Preservation of Harmony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz&#039;tnzai must maintain a balance between Dionae and Unathi. As caretakers of both species, they must meet the needs of the Unathi, respecting their traditions and well-being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Guardians of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a similar vein to the Chronicler, the Bz’tnzai are keepers of the knowledge of Dionae cultivation. They must ensure that the teachings given to them are preserved and imparted to new generations, ensuring the continuity of the practice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Sacrifice for the Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the community is threatened, the Bz’tnzai must be prepared to sacrifice for the greater good. Whether it be time, resources, or even their own lives, they must place the welfare of the many above the needs of the few, ensuring the survival and prosperity of all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. Honouring the Cycle of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz’tnzai must understand that life is a cycle of growth, decay, and renewal. They must honour this cycle, ensuring that the passing of life is met with dignity and that the remnants of the old nourish the new, continuing the eternal dance of existence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Sentinel==== &lt;br /&gt;
&lt;br /&gt;
A Gestalt following the Sentinel Code is often concerned with precedent and the security of the community. [[Dionae]] who follow this path are beings of action. A Gestalt who manifests this aspect is encouraged to make sure that their actions speak for themselves and to be candid and direct. Since the Sentinel expresses itself by taking action.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Sentinel&#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;
&#039;&#039;&#039;I. Righteousness Above All&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel places the truth as seen before them above all else. Their actions must reflect this unwavering commitment to Righteousness. They stand as beacons of fairness and honesty, never disguising their motives or obscuring facts. Righteousness guides all other principles, shaping the path the Sentinel follows.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Mercy for the Weak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel protects those who cannot protect themselves, offering Mercy to the weak and innocent. They do not harm the defenceless or take advantage of the vulnerable. Surrender to a Sentinel is an act of honour, ensuring fair treatment and respect. Mercy is shown even in battle, where honour dictates the restraint of power over those who are subdued.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Integrity of Word&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Sentinel&#039;s word is their bond, carrying the weight of their Integrity. Once a commitment is made, the Sentinel ensures that reality conforms to their promise. Integrity is the balance to Righteousness, demanding that the world itself be shaped to honour the Sentinel&#039;s word.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Loyalty to Leadership and Kin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loyalty binds the Sentinel to their superior, be it a Lord, clan leader, or partner. A Sentinel would willingly sacrifice their life for the protection of their leader or kin. However, Loyalty is not blind; if obeying an order would violate any of the other tenets, the Sentinel is duty-bound to refuse in order to maintain their honour.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Chronicler====&lt;br /&gt;
&lt;br /&gt;
The Code of the Chronicler represents the embodiment of wisdom, memory, and the pursuit of knowledge within the [[Dionae]]. Chroniclers are the living repositories of a Clan’s history, wisdom, and cultural identity, and they dedicate their existence to the cultivation of knowledge and the guidance of future generations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Chronicler&#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;
&#039;&#039;&#039;I. The Pursuit of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are driven by an insatiable desire to gather knowledge from every corner of the cosmos. They are beings of contemplation, preferring to observe, listen, and learn before they speak. Their curiosity knows no bounds, and they seek to understand not just the physical world, but the spiritual, cultural, and emotional dimensions of existence as well. Every piece of information, every memory absorbed, is a treasure that adds to the vast library of knowledge that Chroniclers maintain within themselves and their clan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. The Guardian of Wisdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the custodians of their clan&#039;s collective memory, Chroniclers bear the immense responsibility of safeguarding the wisdom of the past. This role is not merely about hoarding knowledge but also about interpreting it and applying it to guide others. Chroniclers are expected to use their accumulated wisdom to enrich their communities, ensuring that the lessons of history are passed down and that the knowledge they possess benefits all. They teach, advise, and mentor, raising clusters of gestalts to independence and preparing them for the challenges of life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. The Ethical Use of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge is power, but it is also a responsibility. Chroniclers adhere to a strict ethical code, ensuring that the knowledge they possess is never used for personal gain or to further selfish ambitions. It is a grave taboo for a Chronicler to exploit their vast stores of information for their own benefit. Instead, they seek to find champions—individuals or causes worthy of their knowledge and guidance. By sponsoring and advising these champions, Chroniclers ensure that their wisdom is put to noble use, serving the greater good of the clan and the broader community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. The Role of the Mentor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are more than mere advisors; they are mentors and spiritual guides. Within the Oasis clans, Chroniclers are revered as the caretakers of the mental and spiritual well-being of the gestalts. They provide counsel not just in matters of knowledge, but in matters of the soul, helping their kin navigate the complexities of existence. They nurture the growth of young gestalts, helping them find their place within the clan. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. The Keeper of Memory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
True to their name, Chroniclers are the archivists of their clan&#039;s history. They meticulously record and preserve the memories of their people, ensuring that nothing is lost to the sands of time. Their stories are more than just entertainment; they are the lifeblood of the clan&#039;s cultural identity, connecting the present with the past and providing a sense of continuity and purpose. Chroniclers are renowned for their storytelling abilities, weaving tales that are rich in wisdom and filled with the echoes of countless lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. The Legacy of the Chronicler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Chronicler&#039;s ultimate goal is to leave a legacy of wisdom that will endure long after they have passed into the collective memory of the Dionae. This legacy is not measured in material wealth or personal achievements, but in the lives they have touched, the knowledge they have preserved, and the wisdom they have imparted. A Chronicler lives on in the stories they tell, the advice they give, and the generations they raise to carry forward the torch of knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VII. The Eternal Observer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are eternal observers, ever watchful and ever learning. They are patient, knowing that the pursuit of knowledge is a lifelong journey with no end. They take the long view, understanding that wisdom is not just about knowing facts, but about understanding the deeper truths that lie beneath the surface. As they observe the world around them, they remain committed to the principles of their code, always seeking to use their knowledge to serve others and to guide their clan toward a brighter future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
&lt;br /&gt;
The use of Nymphs as makeshift prosthetics is a rare practice, but one which is more common on Moghes than most other locales in the Spur. The first reports of [[Dionae]] symbiosis came from the Clan Dorviza of [[the Wasteland]], and were first dismissed as outlandish tales - only to be confirmed. Though the general Unathi skepticism of cybernetics meant many were wary as to this new development, it was broadly agreed at the Hegemon’s great religious conclave that symbiosis was not damaging to the soul. The practice is still rare, and mostly contained to [[the Wasteland]] - though the House of Medicine has on occasion sold specially-grown Nymphs as prosthetics. Due to the rarity of [[Dionae]] and the difficulty of preparing a symbiote, this procedure is rare and extortionately expensive. In [[the Wasteland]] it is more common, though still an oddity, and largely practised by the Dorviza - though the continued growth of [[Dionae]] in the region has led to symbiosis occurring among several of the prominent Wasteland groups. Largely, symbiosis occurs in the form of replacement limbs - though experiments have been carried out on deeper or more extensive forms of the process, with the Skalamar University of Medicine carrying out several trials on the usage of purpose-grown nymphs as replacement organs. The renowned scholar Tarskin Tarwa led the first round of these trials, and reportedly had great success - until the truth of his experiments in Sinta-Diona compatibility came to light. Though the specifics of his process were sealed by order of the University’s administration, he was charged with gross violations of University ethical standards and expelled, fleeing Moghes to avoid criminal prosecution. Skalamar urban legends claim that Tarwa was mad, seeking immortality through unnatural and bloody experiments - and that he continues his dark research on the edge of space, even now. Though Tarwa’s research never saw the light of day, the Hegemony remains at the forefront of research into [[Dionae]] symbiosis, with some experiments continuing at the Skalamar University of Medicine - though carefully, and with controlled supervision from Hegemony officials.&lt;br /&gt;
&lt;br /&gt;
== Cultivation &amp;amp; Trading ==&lt;br /&gt;
&lt;br /&gt;
Captured by Unathi upon the discovery of their “healing” capabilities to [[Moghes]] following its’ nuclear cataclysm, [[Dionae]] have become a valuable commodity across [[the Wasteland]] – leading to their cultivation and subsequent trafficking. Depending on the Clan, [[Dionae]] may either be seen as gifts of incredible value – or even those comparable to other Unathi and therefore find themselves accepted as a member of the Clan as individuals in their own right – this does not negate that [[Dionae]] from [[Moghes]] may have had a significantly different “upbringing” as opposed to its other barky kindred. &lt;br /&gt;
&lt;br /&gt;
=== Cultivation ===&lt;br /&gt;
&lt;br /&gt;
Similarly to Dionae in the [[Nralakk Federation]], there exist individuals who focus on the tendering of nymph pods referred to as &#039;&#039;&#039;Bz’tnzai&#039;&#039;&#039;, when translated literally into [[Languages|Tau Ceti Basic]] meaning “Growers”, using &#039;&#039;&#039;Bz’ntzai Realms&#039;&#039;&#039; which exist merely as places of high radiation where maturation of pods occurs much quicker. Through this practice, the lifespan and health of Bz’ntzai are plagued by the byproducts of radiation exposure slowly resulting in a decrease of Unathite Bz’tnzai but instead being replaced by Dionae who have either been trained or taught through consumption of the deceased Bz’tnzai on the methods of cultivation. This has resulted in an increase of the [[Dionae Mindtypes|Mourning Mass]] being found across Dionae Bz&#039;tnzai. &lt;br /&gt;
&lt;br /&gt;
In particular, &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; has become renowned through the [[The Wasteland|Wastelands]] for their rearing of Dionae, and in particular, the methods they employ as to ensure a Gestalt is able to find itself managing the Wastelands, and its integration into the greater Hegemony; through specialising in the biomatter available to each cultivated Bz’ntzai Realms allowing “particular expertise” to be taught to Dionae subsequently also raising the value of the “commodity” where the Clan elects to instead gift or sell the Dionae as opposed to integrating them as a member of Dorviza. Oftentimes Clan Dorviza will utilize the Dionae as limbs – grafting them onto stumps where limbs existed previously, giving a new lease on life to those who previously found themselves confined to conventional means of living with their disabilities. &lt;br /&gt;
&lt;br /&gt;
Though there exists purposeful cultivation of Dionae, there also exists natural cultivation, often by Dionae wandering the Wastelands electing to disgorge seeds in areas of particularly high radiation – recognising within themselves the possibility to clean the area as a way to offer assistance to the Unathi, but more so provide a stable and nutritious spawning area for the next generation of nymphs that its’ seeds will yield. These unkept cultivation areas often find themselves preyed upon by [[Moghes#Siro_(Shrieker)|Siro]] circling overhead, or even Unathi that see an opportunity to capture and trade away the nymphs to ensure their survival as the Wasteland continues to grow and make life scarce.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
Though there exist countless Gestalts that exist free of having been traded, there exist those that have had an upbringing subject to specific cultivation so that they may be traded away in exchange for particular commodities. This primarily occurs within the Wastes, with &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; being the primary culprit for the advent of Dionae trading, there have been sightings of the trading extending into the eastern cities, in particular, &#039;&#039;&#039;Baandr&#039;&#039;&#039;, &#039;&#039;&#039;Res’karum&#039;&#039;&#039; and &#039;&#039;&#039;Mudki&#039;&#039;&#039;. However, the value is primarily dependent on what skills the Dionae has, with the continuously fluctuating value sometimes resulting in a Gestalt costing several [[Moghes#Azkrazal_(Threshbeast)|Azkrazal]] and sometimes even just a few bottles of [[Moghes#Xuizi_Cactus|Xuizi Juice]]. &lt;br /&gt;
&lt;br /&gt;
The trafficking conduct of those within the Dionae trade varies it primarily strays away from abusive treatment, mostly due to it resulting in less value gained when trading the Gestalt – where one has had their personality altered or injured to a degree that they no longer have usefulness to the one gaining the Gestalt. It primarily resembles as to how [[Unathi]] treat their domestic fauna such as the [[Moghes#Tul_(Tusk)|Tul]]. &lt;br /&gt;
&lt;br /&gt;
==== Trading “Guilds” or “Clans” ====&lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039;]] is largely regarded as the leader of trading Dionae, utilizing those cultivated by its Bz’tnzai to those passing through the Oases – offering them as gifts to other Clans to ensure good relations and promote community among the population centres across the oases, but sometimes even exchanging them to get commodities that would otherwise not make their way to the Wasteland Clan’s little corner of the world, or in particular scarcity, such as &#039;&#039;&#039;S’erki Flowers&#039;&#039;&#039; or &#039;&#039;&#039;S’th Berries&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Reclaimers&#039;&#039;&#039;]] have been known to utilize the Dionae they have traded for to make more radioactive pre-war ruins safer to plunder, using the species&#039; biological advantages of mimicry and soaking up of the dangerous elements to be able to claim riches that they assert as theirs. Outside of their use for scavenging, they have been also used to get into the nitty-gritty of the machinery utilized by the Reclaimers, oftentimes becoming engineers and members of the group as opposed to mere property, shifting into compartments that would otherwise cause a substantial loss of time for the Reclaimers had they had to search and eventually fix the problem. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Vihnmes&#039;&#039;&#039;]] regularly utilizes their gifted Dionae from Clan Dorviza for menial work, and sometimes as glorified composters for the byproducts of their taverns – as well as their inns. Though rather demeaning, this is typically better than the hard labour that many Dionae found themselves put to work, cultivating or even maintaining what little agricultural sectors exist on Moghes – or moving large quantities of goods as glorified merchant wagons &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Ozeuoi&#039;&#039;&#039;]] takes advantage of the species’ ability to mimic shapes, structures, and knack for being able to learn from genetic material, to ensure their defences remain well-maintained and that their allies’ modes of transport see repairs where needed. Though their isolation has stunted the number of Dionae within the Clan, there still exists a number that seems to be consistently growing, with the Reclaimers making use of their existing relationship to pawn off any “unnecessary” Dionae to Clan Ozeuoi. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Gawgaryn&#039;&#039;&#039;]] is also yet another group that finds themselves either stumbling on natural clusters or pillaging Dionae from their rightful Clans, to make use of them to assist in their raids and pillaging – in worse cases, as a way to taunt Unathi that they have kidnapped, claiming to throw them into cages of starved Gestalts with an insatiable hunger. Those that have been rescued, either through escaping or by being freed, sometimes reflect that there exist [[Dionae Mindtypes|Voided Vocals]] and even [[Dionae Mindtypes|Scarlet Scores]] within the confines of the Clan’s grips, offering a glimpse into the operations of Clan Gawgaryn that there exists truth of offering its unwilling or uncooperative hostages to starved Dionae.&lt;br /&gt;
&lt;br /&gt;
[[Zazalai_Mountains#Res’karum|&#039;&#039;&#039;Res’karum&#039;&#039;&#039;]] existing as a thorough-fare between the Zazalai Mountains has inevitably become a key player in Dionae trading, where within the city’s markets it isn’t uncommon to find Dionae being auctioned off to the highest bidder, with even peasants attempting to negotiate personal items with a willing merchant for a Nymph, sometimes entire livelihoods when concerning a Gestalt. Acclaimed as being “creatures of good fortune” due to their work in the Wastelands, and ability to be rather useful in almost any situation, some have found themselves becoming serfs to the peasants that acquire them – cleaning the home or even maintaining their grounds. It isn’t unheard of either for those chartered by the Guilds to make their way to Res’karum to purchase Dionae, where the Guilds induct them into their specialities – in particular, the [[Unathi Guilds|Miner’s Guild]] due to the lesser necessities, really only needing ultra-violet lights reasonably provided by [[Hephaestus Industries]], in order to perform mining work.&lt;br /&gt;
&lt;br /&gt;
== Dionae in the Unathi Sphere of Influence == &lt;br /&gt;
===Dionae in the Izweski Hegemony===&lt;br /&gt;
====The Guilds==== &lt;br /&gt;
The major guilds of the Hegemony were quick to take advantage of the nascent Diona trade, with many among them realizing the immense utility that gestalts offered as workers. These gestalts were almost never granted full membership in the Guilds, though their general rarity meant that they were highly prized regardless. The Miners’ Guild purchased many gestalts for their advantages in the void of space, while some chapters of the House of Medicine found that Aphrodite proved a cheap and effective painkiller. These chartered gestalts were still paid, though nowhere close to a full guildsman’s wage. The only guild on Moghes to welcome Dionae as full members was Hephaestus Industries, which already employed many gestalts elsewhere. When Hephaestus acquired most of the major guilds in 2465, the chartered gestalts were presented with the opportunity. Many were able to leave their Guilds in search of direct employment with Hephaestus, and those that remained found themselves reluctantly offered similar terms. Though Dionae guildsmen are rare, they are known to exist throughout Hephaestus’s subsidiary guilds, and the growing presence of Dionae in the Hegemony is slowly making them a more common sight.&lt;br /&gt;
&lt;br /&gt;
====The Izweski Military==== &lt;br /&gt;
The armed forces of the Hegemony do not have an official policy on the use of Dionae - they have been rare enough within the Hegemony, and their general pacifism means that there is little interest in expanding their military role. The most common military use of Dionae is at the various Wasteland outposts, where gestalts are sometimes chartered by patrols as guides or assistants. While these gestalts are not formally part of any armed force, many units in [[the Wasteland]] have grown attached to specific gestalts, and it has reportedly become a common superstition at Camp Integrity that taking a Nymph with you will bring good fortune while wandering the desert. Due to security risks, symbiosis is not permitted for the warriors of the Izweski Navy. For ground forces, regulations vary from lord to lord and regiment to regiment, with nymph prosthetics being used on occasion by Izweski forces at Camp Integrity and other Wasteland outposts. The Kataphracts have no official policy forbidding symbiosis, and neither do the mercenaries of Dagamuir Freewater Private Forces.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Ouerean Confederation=== &lt;br /&gt;
[[Dionae]] are rare on Ouerea, though it was the first point of contact between them and the Unathi. The first gestalts introduced to Ouerea largely originated from the [[Nralakk Federation]], though they were a small population in comparison to the [[Skrell]] immigrants. While many of these gestalts departed when the Federation withdrew, some remained behind in Ouerean [[Skrell]] communities. The [[Dionae]] of Ouerea are a small minority, usually lumped in with the [[Skrell]] population, and have little in the way of political influence in their own right. Few gestalts were recorded as taking part in the Ouerean Revolution directly, though several of the Unathi and [[Skrell]] veterans of the conflict used symbiosis to treat their serious injuries. The Ouerean [[Dionae]] population was, for many years, the only readily available sample of the species for Unathi xenobiologists to study. This led to a strong academic interest from Moghresian and Ouerean scholars, and some among the more scholarship-inclined gestalts quickly made names for themselves in Unathi academia. At the New Skalamar Pioneers’ Seminary, the xenobiology department is presided over by Contemplating Patterns Within Flesh, a Cyclops gestalt which made several impressive contributions to the study of Ouerean native fauna during the early colonization period.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Wasteland=== &lt;br /&gt;
The Wasteland is home to the largest [[Dionae]] population in the Hegemony, though they are scattered far and wide. The lingering radiation of the Contact War has rendered [[the Wasteland]] an ideal habitat for the growth of Nymphs, and many of [[the Wasteland]] factions make use of [[Dionae]] in their own manner. The Clan Dorviza has perhaps the most widespread use of [[Dionae]], making use of gestalts to cleanse lingering radiation around their settlements - a practice which has spread to other oasis clans since the arrival of [[Dionae]]. The Dorviza hold [[Dionae]] in particularly high esteem, considering them a blessing of one of their gods, the Saint of Ceaseless Growth. Some smaller and more isolated communities have also found [[Dionae]] to be of use in their survival. In the vast deserts of the Eastern Wasteland, the strange Th’akh monks known as the Order of the Deathless venerates a Voided Vocals gestalt, believing its ramblings to be the sacred wisdom of the dead. The Reclaimer Clans often make use of [[Dionae]] for the maintenance of their crawlers, taking advantage of their ability to squeeze into the tightest corners of the vast machines. Some groups of Gawgaryn are rumored to use Scarlet Score gestalts as living weapons, unleashing them to devour their foes.&lt;br /&gt;
&lt;br /&gt;
===The Queendom=== &lt;br /&gt;
[[The Queendom of Sezk-Hakh]] has made use of Wasteland [[Dionae]], immediately seizing the advantage that their abilities could provide in the realm’s survival. In Yu’kal, Queen Lazak has converted large sections of the Royal Conservatory into a centre of [[Dionae]] cultivation, and has already made use of some of these gestalts in cleansing the city’s farmland - perhaps saving her realm from famine during the economic turmoil of recent years. The people of the Queendom tend to view [[Dionae]] positively, due to this contribution to their land’s wellbeing. The Queendom has become a large component of the Diona trade, with Queen Lazak buying as many gestalts as she can to continue cleansing her lands. The city of Arch’ozal is where most of these gestalts are sent, cleansing the last of the radioactive debris that has been a consistent thorn in the rebuilding of the city.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34112</id>
		<title>Moghresian Dionae</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Moghresian_Dionae&amp;diff=34112"/>
		<updated>2024-09-02T07:43:16Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
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=Overview=&lt;br /&gt;
&lt;br /&gt;
A budding population of [[Dionae]] exist across the Wasteland, with some even making their way into the Hegemony&#039;s sphere of influence. Crashing down on the planet following a perceived meteor shower in the early 2450s, the presence of Dionae across Moghes has become apparent to the Hegemony and the wider interstellar community. [[Dionae]]have maintained coexistence with the Unathi, primarily Wastelanders, borrowing heavily from Unathite culture, using their unique properties to serve the communities they&#039;re a part of. However, more sinister Unathi have begun to cultivate, and subsequently, trade the species due to their usefulness. &lt;br /&gt;
&lt;br /&gt;
== History == &lt;br /&gt;
&lt;br /&gt;
The introduction of [[Moghes]] to the greater interstellar community, following first contact, brought with it a plethora of species already incorporated – particularly the [[Dionae]] of the Nralakk Federation. The Federation’s involvement with the Izweski Hegemony prior to the establishment of the Ouerean Confederation allowed for [[Dionae]] to already become a somewhat known species – though obviously only to those within the upper echelons of the Hegemony’s political sphere. Despite [[Dionae]] already being introduced to the Hegemony prior to the Contact War, the arrival of the species as they are currently known occurred in 2451 CE after a perceived meteor shower scattered thousands of seeds across the Wastelands of Moghes. These seeds created oases in previously uninhabitable, irradiated areas of the Northern Wastelands, turning them into thriving ecosystems. The Unathi had initially believed these changes were miraculous but eventually discovered that the [[Dionae]] were responsible for cleansing the radiation. As the Unathi learned to communicate with the species, a symbiotic relationship developed: the [[Dionae]] purified the land in exchange for care, leading to their integration into Unathite society, however, some were captured and the commencement of [[Dionae]] trading spurred across Moghes. &lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
===Syncretism of the Eternal &amp;amp; Unathi Faiths===&lt;br /&gt;
====Th’akh====&lt;br /&gt;
The Ichor Eternal and Th’akh faiths seamlessly blend into the naturalistic reverence of Th’akh with the transformative ideals of the Ichor Eternal – the [[Dionae]], who embody both the primal forces of nature and the potential for endless evolution, find that the syncretism between the faith a path that honours their existence and growth. It is believed that the “Ichor” is the life-giving essence that flows through all living things – this is where the moniker of “Blood Eternal” originates from. This essence is believed to not merely be physical, but also spiritual, connecting all beings in a vast web of life. The Ichor is both the source of life and the conduit through which spiritual energy flows, embodying the life cycle that Th’akh venerates. The unique existence of [[Dionae]] as a collective organism is seen as the perfect manifestation of both faith’s ideals – just as the [[Dionae]] come together to form a greater whole, it is taught within Th’akh that all life is interconnected, and true spiritual fulfilment comes from the harmony between the individual and collective, nature and technology and past and future. Unique to those on Moghes, the Eternal Path – or the Th’akh Cycle – teaches that life is an endless cycle of growth, decay and rebirth. The Ichor, as the essence of life, is ever-changing, flowing through different forms and experiences. It is believed that by embracing change and growth, [[Dionae]] shall then honour this cycle and contribute to the eternal flow of the Ichor. The philosophy of the faith’s syncretism is that life is a journey of growth and transformation, where every being plays a part in the greater cycle of existence. By embracing both the natural world and the potential for evolution, it is believed that the [[Dionae]] are the ultimate expression of these ideals, with their ability to exist as both individuals and as a collective – through their practices and beliefs, they hold the ever-flowing essence of the Ichor and Th’akh. &lt;br /&gt;
&lt;br /&gt;
====Sk’akh==== &lt;br /&gt;
&lt;br /&gt;
Given the deep connection between the beliefs of [[Dionae]] and their reverence for nature and balance, it isn’t surprising that Sk’akh has connected with some tenets of the Eternal – primarily Ichor. The syncretic belief system combines the Sk’akh reverence for order and the cosmos with the Th’akh focus on spirits, nature and personal harmony – mostly rooted in the fact that [[Dionae]] were first introduced to Th’akh, before Sk’akh. It is viewed by [[Dionae]] with this belief that the universe is a carefully maintained balance of forces, guided by the divine order of Sk’akh, and its Elders, while also embracing the fluidity and interconnectedness of the spirit world emphasized by Th’akh. The universe is a grand design maintained by Sk’akh, whose influence is seen in the natural cycles and the cosmic order, [[Dionae]] believe that their harmonious existence with nature is therefore part of this cosmic order. The balance between the material plane and spirit world is crucial, and [[Dionae]] act as guardians of this balance, using their unique connection to nature and the spiritual to maintain harmony – thanks to their unique genetic absorption abilities. The [[Dionae]] believe that the Beastlands are seen as a paradise, not just for the Unathi, but for all beings who live in harmony with Sk’akh’s order; it is often depicted as a place where nature thrives in its purest form – directly opposite to the Chained Wastes, often characterised by those seeking to disrupt the balance, but uniquely, it is not seen as a punishment by [[Dionae]]. It is thought to be a necessary part of the cosmic order to ensure that chaos does not reign. Borrowed from their Th’akh foundations, [[Dionae]] believe that the Ichor of a person can return to the material plane – usually after some kind of purification, to continue their growth and maintain the balance sought by Sk’akh. Ichor, as similarly seen in the Th’akh syncretism, is seen as the lifeblood of the universe, a sacred substance that flows through all living things, connecting them to both Sk’akh and the material plane – it is revered in rituals, symbolizing the connection between body, spirit and the cosmos. It is believed that the purity of a person’s ichor is a reflection of their spiritual harmony and connection to Sk’akh. Rituals involving the consumption or offering of Ichor are central to their practices, seen as acts of devotion and balance. Similarly to Unathi, [[Dionae]] will perform tributes and dedications to the Fisher, Healer and Warrior. The Church has yet to take a stance on [[Dionae]]. &lt;br /&gt;
&lt;br /&gt;
====Si’akh====&lt;br /&gt;
The syncretism between Si’akh and the Eternal emerged following the co-existence between Unathi and [[Dionae]] in close proximity following the Contract War. It blends the [[Dionae]]’s reverence for genetic learning with the emphasis of Si’akh’s spiritual purification and asceticism – at its core, it teaches that true enlightenment and salvation and achieved through the amalgamation of ancestral knowledge, and purification of one’s soul through trials – with the former having an emphasis on genetic sampling. It is believed that by ingesting genetic material – such as blood – they can access the memories, experiences and wisdom of their predecessors, which has seen utilisation by Unathi – who consider such ritual to be a sacred rite, enabling adherents to carry the “Echoes” of their ancestors within them. Emulating the ascetic traditions of Si’akh, [[Dionae]] lead lives of simplicity and restraint, in which they abstain from indulgent behaviours, focusing instead on spiritual growth and community service – this is the ultimate goal, to reach a transcendental state where the [[Dionae]] becomes a collective consciousness with the ancestors, enriched by accumulated knowledge. It is largely thought that forceful acquisition of genetic material is not to show restraint, and any form of coercion, kidnapping or unethical extraction is considered taboo, tarnishing the purity sought through Si’akh – [[Dionae]] must be taught to seek willing donors and to honour the gift of their genetic abilities with profound respect and gratitude.&lt;br /&gt;
 &lt;br /&gt;
====Aut’akh====&lt;br /&gt;
&lt;br /&gt;
As far as parallels go, Aut&#039;akh and Iron Eternal are the most similar - other branches tend not to align with the Aut&#039;akh, nor do they seek to support them, particularly when confronted with the threat of termination through association with the Aut&#039;akh. In its present form, the religion fuses the Aut’akh desire to attain self-actualization through augmentation, the Iron Eternals&#039; belief that technology is essential for spiritual growth, and a shared reverence for the fusion of flesh, spirit, and machine. Although it is predominantly practised by the [[Dionae]], some Sinta have begun to follow it as well – particularly those seeking to transcend the limitations of flesh and spirit with technological integration while maintaining their distinctive spiritual traditions. Additionally, it is largely decentralized, since many Moghes inhabitants who follow such faith can find themselves in hot water with the local population, especially those who follow the Sk&#039;akh or Th&#039;akh faith. In addition to traditional Th&#039;akh and Sk&#039;akh followers, who oppose these beliefs, megacorporations and governments view these beliefs as subversive – an unfortunate byproduct of Aut&#039;akh values. &lt;br /&gt;
&lt;br /&gt;
=== Way of Life === &lt;br /&gt;
&lt;br /&gt;
Unlike other locations within the greater Spur, the way of life for [[Dionae]] within the Izweski Hegemony can vary greatly. Depending on the geography of one’s birth, a [[Dionae]] can find themselves bred for cultivation, and subsequently trading, or even within the annals of a Clan becoming their Chronicler – at least those that have. Though the population of [[Dionae]] continues to grow as their presence becomes more cemented within the Hegemony, they are still a rather infrequent sight – vast majorities of the Unathi across the Hegemony have laid their eyes on the species, at least not in the flesh. Stories are carried along the rumour mill of their abilities, some contorting them into nightmarish tales as a method to urge Unathi to be wary within the Wastelands, which typically ushers many of the lower-born Unathi to seek the species to “realize” for themselves, their standing on the species. &lt;br /&gt;
&lt;br /&gt;
Though rare, [[Dionae]] are slowly becoming a rather substantive population within the Hegemony – thanks to their asexual reproductive abilities, and abundance of radiation within the Wasteland – and are expected to become the second-highest population of non-Unathi within the next three decades. The Hegemony has not taken any official stance on the species, despite their growing numbers, which places them in a rather weird position with the greater Hegemony, and the sub-factions within. Each has a unique approach to the species and uses them for its own advantages. However, as time marches on, it is clear that the Hegemony will soon have to make a decision on [[Dionae]] – whether it be for good, or for bad – as time is running out on how to handle their presence. &lt;br /&gt;
&lt;br /&gt;
Exploitation of [[Dionae]] extends beyond their cultivation and trading; it is embedded in the very fabric of their existence within the Hegemony. As a species that thrives on symbiosis and collective growth, the [[Dionae]] are often perceived as tools or resources to be exploited rather than sophonts deserving of autonomy and rights. Moghes’ harsh labour conditions in resource-rich but dangerous environments often see [[Dionae]] being exploited for their regenerative capabilities. [[Dionae]] are expected to endure gruelling work that would be lethal to other species. While their ability to regenerate might allow them to survive, the psychological and physical toll is immense. These conditions, coupled with the lack of any official recognition for their sentience and rights, make the [[Dionae]] particularly vulnerable within the Hegemony. &lt;br /&gt;
&lt;br /&gt;
=== Honour ===&lt;br /&gt;
==== Code of the Bz’tnzai ==== &lt;br /&gt;
&lt;br /&gt;
[[Dionae]] that find themselves elevated to Bz’tnzai are designated as cultivators of the next generation of beings; they are to hold the utmost respect for their Clan, and ensure that their actions are in alignment with the desires of the Clan Head. They are the stewards of growth, and protectors of the harmonic life cycle – they are oftentimes even viewed as performing the work of the respective Unathi religions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Bz&#039;ntzai&#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;
&#039;&#039;&#039;I. Stewardship of Growth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to preserve life, the Bz&#039;tnzai are charged with cultivating and nurturing new Dionae. Throughout the growth of each sapling, from its earliest sprout to its full maturity, it must be nurtured and cared for with unwavering dedication. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. Preservation of Harmony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz&#039;tnzai must maintain a balance between Dionae and Unathi. As caretakers of both species, they must meet the needs of the Unathi, respecting their traditions and well-being.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. Guardians of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In a similar vein to the Chronicler, the Bz’tnzai are keepers of the knowledge of Dionae cultivation. They must ensure that the teachings given to them are preserved and imparted to new generations, ensuring the continuity of the practice. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. Sacrifice for the Greater Good&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the community is threatened, the Bz’tnzai must be prepared to sacrifice for the greater good. Whether it be time, resources, or even their own lives, they must place the welfare of the many above the needs of the few, ensuring the survival and prosperity of all.&lt;br /&gt;
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&#039;&#039;&#039;V. Honouring the Cycle of Life&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Bz’tnzai must understand that life is a cycle of growth, decay, and renewal. They must honour this cycle, ensuring that the passing of life is met with dignity and that the remnants of the old nourish the new, continuing the eternal dance of existence.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Sentinel==== &lt;br /&gt;
&lt;br /&gt;
A Gestalt following the Sentinel Code is often concerned with precedent and the security of the community. [[Dionae]] who follow this path are beings of action. A Gestalt who manifests this aspect is encouraged to make sure that their actions speak for themselves and to be candid and direct. Since the Sentinel expresses itself by taking action.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Sentinel&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;I. Righteousness Above All&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel places the truth as seen before them above all else. Their actions must reflect this unwavering commitment to Righteousness. They stand as beacons of fairness and honesty, never disguising their motives or obscuring facts. Righteousness guides all other principles, shaping the path the Sentinel follows.&lt;br /&gt;
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&#039;&#039;&#039;II. Mercy for the Weak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Sentinel protects those who cannot protect themselves, offering Mercy to the weak and innocent. They do not harm the defenceless or take advantage of the vulnerable. Surrender to a Sentinel is an act of honour, ensuring fair treatment and respect. Mercy is shown even in battle, where honour dictates the restraint of power over those who are subdued.&lt;br /&gt;
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&#039;&#039;&#039;III. Integrity of Word&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Sentinel&#039;s word is their bond, carrying the weight of their Integrity. Once a commitment is made, the Sentinel ensures that reality conforms to their promise. Integrity is the balance to Righteousness, demanding that the world itself be shaped to honour the Sentinel&#039;s word.&lt;br /&gt;
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&#039;&#039;&#039;IV. Loyalty to Leadership and Kin&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Loyalty binds the Sentinel to their superior, be it a Lord, clan leader, or partner. A Sentinel would willingly sacrifice their life for the protection of their leader or kin. However, Loyalty is not blind; if obeying an order would violate any of the other tenets, the Sentinel is duty-bound to refuse in order to maintain their honour.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
====Code of the Chronicler====&lt;br /&gt;
&lt;br /&gt;
The Code of the Chronicler represents the embodiment of wisdom, memory, and the pursuit of knowledge within the [[Dionae]]. Chroniclers are the living repositories of a Clan’s history, wisdom, and cultural identity, and they dedicate their existence to the cultivation of knowledge and the guidance of future generations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Code of the Chronicler&#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;
&#039;&#039;&#039;I. The Pursuit of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are driven by an insatiable desire to gather knowledge from every corner of the cosmos. They are beings of contemplation, preferring to observe, listen, and learn before they speak. Their curiosity knows no bounds, and they seek to understand not just the physical world, but the spiritual, cultural, and emotional dimensions of existence as well. Every piece of information, every memory absorbed, is a treasure that adds to the vast library of knowledge that Chroniclers maintain within themselves and their clan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;II. The Guardian of Wisdom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the custodians of their clan&#039;s collective memory, Chroniclers bear the immense responsibility of safeguarding the wisdom of the past. This role is not merely about hoarding knowledge but also about interpreting it and applying it to guide others. Chroniclers are expected to use their accumulated wisdom to enrich their communities, ensuring that the lessons of history are passed down and that the knowledge they possess benefits all. They teach, advise, and mentor, raising clusters of gestalts to independence and preparing them for the challenges of life.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;III. The Ethical Use of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Knowledge is power, but it is also a responsibility. Chroniclers adhere to a strict ethical code, ensuring that the knowledge they possess is never used for personal gain or to further selfish ambitions. It is a grave taboo for a Chronicler to exploit their vast stores of information for their own benefit. Instead, they seek to find champions—individuals or causes worthy of their knowledge and guidance. By sponsoring and advising these champions, Chroniclers ensure that their wisdom is put to noble use, serving the greater good of the clan and the broader community.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;IV. The Role of the Mentor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are more than mere advisors; they are mentors and spiritual guides. Within the Oasis clans, Chroniclers are revered as the caretakers of the mental and spiritual well-being of the gestalts. They provide counsel not just in matters of knowledge, but in matters of the soul, helping their kin navigate the complexities of existence. They nurture the growth of young gestalts, helping them find their place within the clan. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V. The Keeper of Memory&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
True to their name, Chroniclers are the archivists of their clan&#039;s history. They meticulously record and preserve the memories of their people, ensuring that nothing is lost to the sands of time. Their stories are more than just entertainment; they are the lifeblood of the clan&#039;s cultural identity, connecting the present with the past and providing a sense of continuity and purpose. Chroniclers are renowned for their storytelling abilities, weaving tales that are rich in wisdom and filled with the echoes of countless lives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VI. The Legacy of the Chronicler&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Chronicler&#039;s ultimate goal is to leave a legacy of wisdom that will endure long after they have passed into the collective memory of the Dionae. This legacy is not measured in material wealth or personal achievements, but in the lives they have touched, the knowledge they have preserved, and the wisdom they have imparted. A Chronicler lives on in the stories they tell, the advice they give, and the generations they raise to carry forward the torch of knowledge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VII. The Eternal Observer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Chroniclers are eternal observers, ever watchful and ever learning. They are patient, knowing that the pursuit of knowledge is a lifelong journey with no end. They take the long view, understanding that wisdom is not just about knowing facts, but about understanding the deeper truths that lie beneath the surface. As they observe the world around them, they remain committed to the principles of their code, always seeking to use their knowledge to serve others and to guide their clan toward a brighter future.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==Symbiosis==&lt;br /&gt;
&lt;br /&gt;
The use of Nymphs as makeshift prosthetics is a rare practice, but one which is more common on Moghes than most other locales in the Spur. The first reports of [[Dionae]] symbiosis came from the Clan Dorviza of the Wasteland, and were first dismissed as outlandish tales - only to be confirmed. Though the general Unathi skepticism of cybernetics meant  many were wary as to this new development, it was broadly agreed at the Hegemon’s great religious conclave that symbiosis was not damaging to the soul. The practice is still rare, and mostly contained to the Wasteland - though the House of Medicine has on occasion sold specially-grown Nymphs as prosthetics. Due to the rarity of [[Dionae]] and the difficulty of preparing a symbiote, this procedure is rare and extortionately expensive. In the Wasteland it is more common, though still an oddity, and largely practised by the Dorviza - though the continued growth of [[Dionae]] in the region has led to symbiosis occurring among several of the prominent Wasteland groups. Largely, symbiosis occurs in the form of replacement limbs - though experiments have been carried out on deeper or more extensive forms of the process, with the Skalamar University of Medicine carrying out several trials on the usage of purpose-grown nymphs as replacement organs. The renowned scholar Tarskin Tarwa led the first round of these trials, and reportedly had great success - until the truth of his experiments in Sinta-Diona compatibility came to light. Though the specifics of his process were sealed by order of the University’s administration, he was charged with gross violations of University ethical standards and expelled, fleeing Moghes to avoid criminal prosecution. Skalamar urban legends claim that Tarwa was mad, seeking immortality through unnatural and bloody experiments - and that he continues his dark research on the edge of space, even now. Though Tarwa’s research never saw the light of day, the Hegemony remains at the forefront of research into [[Dionae]] symbiosis, with some experiments continuing at the Skalamar University of Medicine - though carefully, and with controlled supervision from Hegemony officials.&lt;br /&gt;
&lt;br /&gt;
== Cultivation &amp;amp; Trading ==&lt;br /&gt;
&lt;br /&gt;
Captured by Unathi upon the discovery of their “healing” capabilities to [[Moghes]] following its’ nuclear cataclysm, [[Dionae]] have become a valuable commodity across the Wastelands – leading to their cultivation and subsequent trafficking. Depending on the Clan, [[Dionae]] may either be seen as gifts of incredible value – or even those comparable to other Unathi and therefore find themselves accepted as a member of the Clan as individuals in their own right – this does not negate that [[Dionae]] from [[Moghes]] may have had a significantly different “upbringing” as opposed to its other barky kindred. &lt;br /&gt;
&lt;br /&gt;
=== Cultivation ===&lt;br /&gt;
&lt;br /&gt;
Similarly to Dionae in the [[Nralakk Federation]], there exist individuals who focus on the tendering of nymph pods referred to as &#039;&#039;&#039;Bz’tnzai&#039;&#039;&#039;, when translated literally into [[Languages|Tau Ceti Basic]] meaning “Growers”, using &#039;&#039;&#039;Bz’ntzai Realms&#039;&#039;&#039; which exist merely as places of high radiation where maturation of pods occurs much quicker. Through this practice, the lifespan and health of Bz’ntzai are plagued by the byproducts of radiation exposure slowly resulting in a decrease of Unathite Bz’tnzai but instead being replaced by Dionae who have either been trained or taught through consumption of the deceased Bz’tnzai on the methods of cultivation. This has resulted in an increase of the [[Dionae Mindtypes|Mourning Mass]] being found across Dionae Bz&#039;tnzai. &lt;br /&gt;
&lt;br /&gt;
In particular, &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; has become renowned through the [[The Wasteland|Wastelands]] for their rearing of Dionae, and in particular, the methods they employ as to ensure a Gestalt is able to find itself managing the Wastelands, and its integration into the greater Hegemony; through specialising in the biomatter available to each cultivated Bz’ntzai Realms allowing “particular expertise” to be taught to Dionae subsequently also raising the value of the “commodity” where the Clan elects to instead gift or sell the Dionae as opposed to integrating them as a member of Dorviza. Oftentimes Clan Dorviza will utilize the Dionae as limbs – grafting them onto stumps where limbs existed previously, giving a new lease on life to those who previously found themselves confined to conventional means of living with their disabilities. &lt;br /&gt;
&lt;br /&gt;
Though there exists purposeful cultivation of Dionae, there also exists natural cultivation, often by Dionae wandering the Wastelands electing to disgorge seeds in areas of particularly high radiation – recognising within themselves the possibility to clean the area as a way to offer assistance to the Unathi, but more so provide a stable and nutritious spawning area for the next generation of nymphs that its’ seeds will yield. These unkept cultivation areas often find themselves preyed upon by [[Moghes#Siro_(Shrieker)|Siro]] circling overhead, or even Unathi that see an opportunity to capture and trade away the nymphs to ensure their survival as the Wasteland continues to grow and make life scarce.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
Though there exist countless Gestalts that exist free of having been traded, there exist those that have had an upbringing subject to specific cultivation so that they may be traded away in exchange for particular commodities. This primarily occurs within the Wastes, with &#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039; being the primary culprit for the advent of Dionae trading, there have been sightings of the trading extending into the eastern cities, in particular, &#039;&#039;&#039;Baandr&#039;&#039;&#039;, &#039;&#039;&#039;Res’karum&#039;&#039;&#039; and &#039;&#039;&#039;Mudki&#039;&#039;&#039;. However, the value is primarily dependent on what skills the Dionae has, with the continuously fluctuating value sometimes resulting in a Gestalt costing several [[Moghes#Azkrazal_(Threshbeast)|Azkrazal]] and sometimes even just a few bottles of [[Moghes#Xuizi_Cactus|Xuizi Juice]]. &lt;br /&gt;
&lt;br /&gt;
The trafficking conduct of those within the Dionae trade varies it primarily strays away from abusive treatment, mostly due to it resulting in less value gained when trading the Gestalt – where one has had their personality altered or injured to a degree that they no longer have usefulness to the one gaining the Gestalt. It primarily resembles as to how [[Unathi]] treat their domestic fauna such as the [[Moghes#Tul_(Tusk)|Tul]]. &lt;br /&gt;
&lt;br /&gt;
==== Trading “Guilds” or “Clans” ====&lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Dorviza&#039;&#039;&#039;]] is largely regarded as the leader of trading Dionae, utilizing those cultivated by its Bz’tnzai to those passing through the Oases – offering them as gifts to other Clans to ensure good relations and promote community among the population centres across the oases, but sometimes even exchanging them to get commodities that would otherwise not make their way to the Wasteland Clan’s little corner of the world, or in particular scarcity, such as &#039;&#039;&#039;S’erki Flowers&#039;&#039;&#039; or &#039;&#039;&#039;S’th Berries&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Reclaimers&#039;&#039;&#039;]] have been known to utilize the Dionae they have traded for to make more radioactive pre-war ruins safer to plunder, using the species&#039; biological advantages of mimicry and soaking up of the dangerous elements to be able to claim riches that they assert as theirs. Outside of their use for scavenging, they have been also used to get into the nitty-gritty of the machinery utilized by the Reclaimers, oftentimes becoming engineers and members of the group as opposed to mere property, shifting into compartments that would otherwise cause a substantial loss of time for the Reclaimers had they had to search and eventually fix the problem. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Vihnmes&#039;&#039;&#039;]] regularly utilizes their gifted Dionae from Clan Dorviza for menial work, and sometimes as glorified composters for the byproducts of their taverns – as well as their inns. Though rather demeaning, this is typically better than the hard labour that many Dionae found themselves put to work, cultivating or even maintaining what little agricultural sectors exist on Moghes – or moving large quantities of goods as glorified merchant wagons &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Ozeuoi&#039;&#039;&#039;]] takes advantage of the species’ ability to mimic shapes, structures, and knack for being able to learn from genetic material, to ensure their defences remain well-maintained and that their allies’ modes of transport see repairs where needed. Though their isolation has stunted the number of Dionae within the Clan, there still exists a number that seems to be consistently growing, with the Reclaimers making use of their existing relationship to pawn off any “unnecessary” Dionae to Clan Ozeuoi. &lt;br /&gt;
&lt;br /&gt;
[[The_Wasteland|&#039;&#039;&#039;Clan Gawgaryn&#039;&#039;&#039;]] is also yet another group that finds themselves either stumbling on natural clusters or pillaging Dionae from their rightful Clans, to make use of them to assist in their raids and pillaging – in worse cases, as a way to taunt Unathi that they have kidnapped, claiming to throw them into cages of starved Gestalts with an insatiable hunger. Those that have been rescued, either through escaping or by being freed, sometimes reflect that there exist [[Dionae Mindtypes|Voided Vocals]] and even [[Dionae Mindtypes|Scarlet Scores]] within the confines of the Clan’s grips, offering a glimpse into the operations of Clan Gawgaryn that there exists truth of offering its unwilling or uncooperative hostages to starved Dionae.&lt;br /&gt;
&lt;br /&gt;
[[Zazalai_Mountains#Res’karum|&#039;&#039;&#039;Res’karum&#039;&#039;&#039;]] existing as a thorough-fare between the Zazalai Mountains has inevitably become a key player in Dionae trading, where within the city’s markets it isn’t uncommon to find Dionae being auctioned off to the highest bidder, with even peasants attempting to negotiate personal items with a willing merchant for a Nymph, sometimes entire livelihoods when concerning a Gestalt. Acclaimed as being “creatures of good fortune” due to their work in the Wastelands, and ability to be rather useful in almost any situation, some have found themselves becoming serfs to the peasants that acquire them – cleaning the home or even maintaining their grounds. It isn’t unheard of either for those chartered by the Guilds to make their way to Res’karum to purchase Dionae, where the Guilds induct them into their specialities – in particular, the [[Unathi Guilds|Miner’s Guild]] due to the lesser necessities, really only needing ultra-violet lights reasonably provided by [[Hephaestus Industries]], in order to perform mining work.&lt;br /&gt;
&lt;br /&gt;
== Dionae in the Unathi Sphere of Influence == &lt;br /&gt;
===Dionae in the Izweski Hegemony===&lt;br /&gt;
====The Guilds==== &lt;br /&gt;
The major guilds of the Hegemony were quick to take advantage of the nascent Diona trade, with many among them realizing the immense utility that gestalts offered as workers. These gestalts were almost never granted full membership in the Guilds, though their general rarity meant that they were highly prized regardless. The Miners’ Guild purchased many gestalts for their advantages in the void of space, while some chapters of the House of Medicine found that Aphrodite proved a cheap and effective painkiller. These chartered gestalts were still paid, though nowhere close to a full guildsman’s wage. The only guild on Moghes to welcome Dionae as full members was Hephaestus Industries, which already employed many gestalts elsewhere. When Hephaestus acquired most of the major guilds in 2465, the chartered gestalts were presented with the opportunity. Many were able to leave their Guilds in search of direct employment with Hephaestus, and those that remained found themselves reluctantly offered similar terms. Though Dionae guildsmen are rare, they are known to exist throughout Hephaestus’s subsidiary guilds, and the growing presence of Dionae in the Hegemony is slowly making them a more common sight.&lt;br /&gt;
&lt;br /&gt;
====The Izweski Military==== &lt;br /&gt;
The armed forces of the Hegemony do not have an official policy on the use of Dionae - they have been rare enough within the Hegemony, and their general pacifism means that there is little interest in expanding their military role. The most common military use of Dionae is at the various Wasteland outposts, where gestalts are sometimes chartered by patrols as guides or assistants. While these gestalts are not formally part of any armed force, many units in the Wasteland have grown attached to specific gestalts, and it has reportedly become a common superstition at Camp Integrity that taking a Nymph with you will bring good fortune while wandering the desert. Due to security risks, symbiosis is not permitted for the warriors of the Izweski Navy. For ground forces, regulations vary from lord to lord and regiment to regiment, with nymph prosthetics being used on occasion by Izweski forces at Camp Integrity and other Wasteland outposts. The Kataphracts have no official policy forbidding symbiosis, and neither do the mercenaries of Dagamuir Freewater Private Forces.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Ouerean Confederation=== &lt;br /&gt;
[[Dionae]] are rare on Ouerea, though it was the first point of contact between them and the Unathi. The first gestalts introduced to Ouerea largely originated from the Nralakk Federation, though they were a small population in comparison to the Skrell immigrants. While many of these gestalts departed when the Federation withdrew, some remained behind in Ouerean Skrell communities. The [[Dionae]] of Ouerea are a small minority, usually lumped in with the Skrell population, and have little in the way of political influence in their own right. Few gestalts were recorded as taking part in the Ouerean Revolution directly, though several of the Unathi and Skrell veterans of the conflict used symbiosis to treat their serious injuries. The Ouerean [[Dionae]] population was, for many years, the only readily available sample of the species for Unathi xenobiologists to study. This led to a strong academic interest from Moghresian and Ouerean scholars, and some among the more scholarship-inclined gestalts quickly made names for themselves in Unathi academia. At the New Skalamar Pioneers’ Seminary, the xenobiology department is presided over by Contemplating Patterns Within Flesh, a Cyclops gestalt which made several impressive contributions to the study of Ouerean native fauna during the early colonization period.&lt;br /&gt;
&lt;br /&gt;
===Dionae in the Wasteland=== &lt;br /&gt;
The Wasteland is home to the largest [[Dionae]] population in the Hegemony, though they are scattered far and wide. The lingering radiation of the Contact War has rendered the Wasteland an ideal habitat for the growth of Nymphs, and many of the Wasteland factions make use of [[Dionae]] in their own manner. The Clan Dorviza has perhaps the most widespread use of [[Dionae]], making use of gestalts to cleanse lingering radiation around their settlements - a practice which has spread to other oasis clans since the arrival of [[Dionae]]. The Dorviza hold [[Dionae]] in particularly high esteem, considering them a blessing of one of their gods, the Saint of Ceaseless Growth. Some smaller and more isolated communities have also found [[Dionae]] to be of use in their survival. In the vast deserts of the Eastern Wasteland, the strange Th’akh monks known as the Order of the Deathless venerates a Voided Vocals gestalt, believing its ramblings to be the sacred wisdom of the dead. The Reclaimer Clans often make use of [[Dionae]] for the maintenance of their crawlers, taking advantage of their ability to squeeze into the tightest corners of the vast machines. Some groups of Gawgaryn are rumored to use Scarlet Score gestalts as living weapons, unleashing them to devour their foes.&lt;br /&gt;
&lt;br /&gt;
===The Queendom=== &lt;br /&gt;
The Queendom of Sezk-Hakh has made use of Wasteland [[Dionae]], immediately seizing the advantage that their abilities could provide in the realm’s survival. In Yu’kal, Queen Lazak has converted large sections of the Royal Conservatory into a centre of [[Dionae]] cultivation, and has already made use of some of these gestalts in cleansing the city’s farmland - perhaps saving her realm from famine during the economic turmoil of recent years. The people of the Queendom tend to view [[Dionae]] positively, due to this contribution to their land’s wellbeing. The Queendom has become a large component of the Diona trade, with Queen Lazak buying as many gestalts as she can to continue cleansing her lands. The city of Arch’ozal is where most of these gestalts are sent, cleansing the last of the radioactive debris that has been a consistent thorn in the rebuilding of the city.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Dionae_Lore&amp;diff=34099</id>
		<title>Template:Navbox Dionae Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Dionae_Lore&amp;diff=34099"/>
		<updated>2024-08-24T14:54:06Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
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|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#907E4A&amp;quot; | [[:Category:Dionaea|&amp;lt;span style=&amp;quot;color: White&amp;quot;&amp;gt;Dionae Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Species&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Dionae]]  ·  [[Dionae Forms]]  ·  [[Dionae Mindtypes]]   ·  [[Dionae Biology]]  ·  [[Dionae Out-Of-Character]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Locations, Planets &amp;amp; Systems&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Xrim]]  ·  [[Hieroaetheria]]  ·  [[Rueltab]]  ·  [[Mictlan#Dionae_on_Mictlan|Primitive Sirens of Mictlan]]  ·  [[Eternal Gardens]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Conglomerates &amp;amp; Factions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Dionae in the Federation]]  ·  [[Moghresian Dionae| Dionae in the Hegemony]] ·  [[Vaurcae &amp;amp; Dionae]] ·  [[The Narrows]] ·  [[The Underhive Collective]] ·  [[Pactolus Exploration League]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Culture, History &amp;amp; Society&lt;br /&gt;
| align=&amp;quot;left | [[Dionae Culture]] ·  [[Notable Dionae]]  ·  [[Voidic Proto-Culture]]  ·  [[Dionae Space Capabilities]]  ·  [[Dionae History]]  ·  [[The Eternal]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Lore Arcs&lt;br /&gt;
| align=&amp;quot;left | [[Omnivirate&#039;s Providence]]  ·  [[Magna Expansio Unionis]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
[[Category:Lore]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Dionaea]]&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Pactolus_Exploration_League&amp;diff=34098</id>
		<title>Pactolus Exploration League</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Pactolus_Exploration_League&amp;diff=34098"/>
		<updated>2024-08-24T14:53:26Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: Created page with &amp;quot;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt; Back to Top &amp;lt;/div&amp;gt;  {{Navbox Lore}} {{Navbox_Dionae_Lore}} {{Navbox_Synth_Lore}} {{toc_right}}  = Pactolus Exploration League =  Created in August 2466, the Pactolus Exploration League is a jointly run organisation by the Consortium of Hieroaetheria, and the Golden Deep, with the aim of exploring Pactolus, and eventually the greater Spur. Outlined...&amp;quot;&lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Pactolus Exploration League =&lt;br /&gt;
&lt;br /&gt;
Created in August 2466, the Pactolus Exploration League is a jointly run organisation by the Consortium of Hieroaetheria, and the Golden Deep, with the aim of exploring Pactolus, and eventually the greater Spur. Outlined in the Pactolus-Hieroaetheria Concordat, the Legaue shall seek to discover opportunities, identify new resources and further the knowledge of both States. It is governed by a body of equal representation from both the Consortium and the Golden Deep, in which decisions are made with the best interests of both parties in mind. It shall play a crucial role in the fostering of future relations between Dionae and Synthetics alike. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
== The Pactolus-Hieroaetheria Concordat ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Preamble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This concordat is made between the Consortium of Hieroaetheria (hereinafter referred to as “The Consortium”)  and the Golden Deep (hereinafter referred to as the “Golden Deep”). This agreement is intended to establish the foundation for cooperation, mutual benefit, and security between our two states, focusing on trade, exploration and technological collaboration. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article I: Hieroaetherian Bioterraforming Technology&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Consortium agrees to share its advanced bioterraforming technology with the Golden Deep under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 The technology will be utilized for the mutual benefit of both parties, specifically in the enhancement of environments within the jurisdiction of the Golden Deep; &lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall not sell, distribute, or share this technology with any third parties without explicit written consent from the Consortium; &lt;br /&gt;
&lt;br /&gt;
 A joint commission, comprising representatives from both the Consortium and the Golden Deep, will oversee the use of bioterraforming technology to ensure compliance with environmental and ethical standards.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article II: Establishment of the Pactolus Exploration League&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Pactolus Exploration League (hereinafter referred to as &amp;quot;the League&amp;quot;) shall be founded as a joint venture between the Consortium and the Golden Deep, with the following objectives:&lt;br /&gt;
&lt;br /&gt;
 To explore and chart the unexplored regions on Pactolus and its surrounding sectors; &lt;br /&gt;
&lt;br /&gt;
 To identify new resources, trade routes, and opportunities; &lt;br /&gt;
&lt;br /&gt;
 The League shall be governed by a body of persons, with equal representation from both states, ensuring that decisions are made in the best interest of both parties; and &lt;br /&gt;
&lt;br /&gt;
 All discoveries made by the League shall be shared equally between the Consortium and the Golden Deep.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article III: Establishment of the Corridor between Pactolus and Hieroaetheria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 A trade corridor shall be established between Pactolus and Titan’s Rapture, facilitating the free and secure movement of goods, services, and people.&lt;br /&gt;
&lt;br /&gt;
 Both parties agree to ensure the safety and security of this corridor, including the protection of merchant vessels and infrastructure; and&lt;br /&gt;
 &lt;br /&gt;
 The Consortium and the Golden Deep shall jointly manage the customs and trade regulations within the corridor to ensure fair trade practices and the prevention of smuggling or illegal activities.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article IV: Golden Deep Merchants in the Consortium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Merchants of the Golden Deep shall be permitted to establish commercial operations within the Consortium, under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 Merchants must adhere to the laws and regulations of the Consortium, including but not limited to trade, taxation, and labour laws; &lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall be responsible for ensuring that its merchants act in good faith and maintain the standards of conduct expected by the Consortium; &lt;br /&gt;
&lt;br /&gt;
 In return, the Consortium guarantees the protection of Golden Deep merchants and their investments within its borders.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article V: Establishment of the Titan’s Rapture Space Station&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall establish the HeartGold Concordia within Titan’s Rapture to aid in trade, exploration, and the protection of the corridor between Pactolus and Titan’s Rapture.&lt;br /&gt;
&lt;br /&gt;
 The HeartGold Concordia shall serve as a hub for commercial activity, providing facilities for trade, storage, and maintenance of vessels; &lt;br /&gt;
&lt;br /&gt;
 The Heartgold Concordia will also house defensive systems and garrisons to protect against piracy or other threats to the corridor; and &lt;br /&gt;
&lt;br /&gt;
 The Consortium shall provide logistical support and resources necessary for the construction and operation of the station, in exchange for access to the station&#039;s facilities and services.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VI: Dispute Resolution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Any disputes arising from the interpretation or implementation of this treaty shall be resolved through diplomatic channels, with representatives from both the Consortium and the Golden Deep convening to negotiate a resolution. If a resolution cannot be reached through direct negotiation, the matter may be referred to a neutral third party for mediation. The third party shall be appointed by an agreement from both parties. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VII: Variation&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Any provision of this agreement may be amended or modified only with the written consent of both parties. Such consent must be expressly stated in writing and signed by authorized representatives of each party. No variation of this agreement shall be valid or enforceable unless made in accordance with this clause.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VIII: Duration and Termination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This treaty shall remain in effect for a period of twenty years, after which it may be renewed, amended, or terminated by mutual agreement. Either party may terminate this treaty upon providing one standard year’s notice, provided that any obligations or projects underway at the time of termination are completed in accordance with the terms of this treaty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pactolus Exploration Commission ==&lt;br /&gt;
[[File:PELLogo.png|thumb|The logo for the Pactolus Exploration League. ]]&lt;br /&gt;
The Pactolus Exploration Commission, or just the Commission, governs the League – it is responsible for overseeing the bioterraforming operations of the Consortium, and the further exploration of Pactolus – as well as ensuring any discoveries are catalogued and subsequently shared between the Golden Deep and the Consortium. The Commission is Co-Chaired by representatives from each party; respectively, Engineer Philan and Twisting of the Celestial Energy to Create Life. Both had been pre-selected during the discussions between the Consortium and Golden Deep. Despite being Co-Chairs, the Commission rotates leadership every year, so as to allow each party a turn in leading the Commission – currently, the Golden Deep maintains leadership. The Commission is supported by the Advisory Council composed of experts in various fields such as bioterraforming, astrocartography, and interstellar trade. While the Council does not have voting power, it provides essential guidance and expertise to inform the Commission of possible decisions. &lt;br /&gt;
&lt;br /&gt;
=== Engineer Philan ===&lt;br /&gt;
&lt;br /&gt;
Elected to their position in 2466 as the Foreman of Industry of the City of Eurydice, Engineer Philan has thrived in orchestrating efficiency among the logistical, research and development, and the industrial for the Golden Deep’s terrestrial home. Now undertaking their first major endeavor outside of their station within the city, the engineer is coordinating with Commander N33L of the Merchant Navy, and foreign ambassadors of Midas Control, to help install the aid of Hieroatheria’s bioterraforming expertise. Together, along with the Camarilla Estrocian’s researchers, a lower council is formed in management of furthering the terrestrial interests of the collective.&lt;br /&gt;
&lt;br /&gt;
=== Twisting of the Celestial Energy to Create Life ===&lt;br /&gt;
&lt;br /&gt;
Disgorged from their pod in 2391 CE, Twisting of the Celestial Energy to Create Life, or just Twisting, on Anu – they have made a mark within the Consortium. Being amongst the first Dionae accepted to the Grand University of the Nralakk Federation, they were mentored by Etherial Vapors Whispering Through Nebulae – which has all but ensured their selection for the Pactolus Exploration League. Despite being amongst the younger gestalts, they have made greater strides in bioterraforming during their residence on Gentle Winds. They are the elected representative for the bioterraforming operations on Pactolus.&lt;br /&gt;
 &lt;br /&gt;
== Objectives of the League ==&lt;br /&gt;
&lt;br /&gt;
Tasked with advancing the frontiers of knowledge and opportunity, both within Hieroaetheria and Pactolus, the Legaue’s secondary objectives include the exploration and charting of the wasteland of Pactolous – however, its main objective is seeking to create additional habitable regions on Pactolus through the usage of the Consortium’s bioterraforming technology. Any data catalogued following the completion of bioterraforming operations shall be shared between the parties, including genetic information obtained from both flora and fauna. In hopes of speeding up the bioterraforming operations, this genetic information shall be analysed within the Consortium by analysts from both parties – for the mutual benefit of the founding members. &lt;br /&gt;
&lt;br /&gt;
=== Exploration Zones ===&lt;br /&gt;
&lt;br /&gt;
====The Eurydice Expansion Zone ====&lt;br /&gt;
&lt;br /&gt;
The immediate area surrounding Eurydice has been the elected region in which bioterraforming will be the most rampant; partly as a result of the fact it finds itself situated deeply within surrounding forests – alongside the carcass of Bayonne. Despite recent initiatives to develop the infrastructure, there is a dire need for Eurydice to expand to accomodate the incoming population, as well as manufacturing and production facilities. Though the Outskirts is the outermost, and newest, ring to Eurydice is plagued by onsloughts from the harmful atmosphere of Pactolus – it is the objective of the bioterraforming operations to filter out the toxins immediately surrounding Eurydice, so as to allow additional expansion. &lt;br /&gt;
&lt;br /&gt;
====New Arcadie Anomaly Zone ====&lt;br /&gt;
&lt;br /&gt;
The League has designated New Arcadie as a high-priority target for investigation due to its inexplicable nature and potential for valuable discoveries. Despite repeated attempts to physically reach the city, all efforts have been thwarted by an anomalous displacement effect, which consistently places exploration teams forty-two kilometers from the city boundaries. Undeterred, the League has sought to assemble a task force to study the phenomenon from a distance, employing advanced remote sensing technology, drones, and orbital scans to gather data on the city’s structure, environmental conditions, and the surrounding anomalous flora and fauna. The Commission has also authorized the deployment of specialized research vessels equipped with quantum entanglement communication arrays, hoping to pierce the enigmatic barrier preventing access. While direct exploration remains elusive, the League&#039;s ongoing efforts aim to unlock the secrets of New Arcadie, hypothesizing that understanding the city’s displacement mechanism could lead to groundbreaking advancements in bluespace manipulation. &lt;br /&gt;
&lt;br /&gt;
====Reach Expedition Zone ====&lt;br /&gt;
&lt;br /&gt;
A surge of interest from the expanding Golden Deep has been sparked by the discovery of intact power facilities within the ancient ruins west of Eurydice, especially in light of the growing demand for energy to sustain its burgeoning synthetic population. Located deep within the mountains, these pre-Interstellar War structures may hold immense energy potential. To carefully study and reactivate the dormant power systems, the League has sent engineers, historians, and synthetic specialists. Despite their age, the facilities are remarkably well-preserved, suggesting the presence of advanced technologies that could revolutionize Eurydice&#039;s energy infrastructure. This League hopes to not only restore these facilities to operational status, but also reverse engineer their technologies in order to develop new and more efficient ways to produce power. Eurydice will be able to expand and solidify its status as the central hub of the Golden Deep if this endeavor is successful, providing it with a sustainable energy source.&lt;br /&gt;
&lt;br /&gt;
====Ground Zero Research Zone ====&lt;br /&gt;
&lt;br /&gt;
In the vicinity of a once-thriving city, a massive crater has drawn the League&#039;s urgent attention, displaying extreme anomalous characteristics well beyond those expected of the surrounding fauna and flora. Combined with the inexplicable changes in the local environment, the sudden formation of the crater suggests a catastrophe or an unknown force. An expert team of geologists, biologists, and anomaly specialists has been assigned to investigate the crater&#039;s origins, using particle analysis and deep-earth scanning. Xenobiologists and ecologists are systematically cataloguing the surrounding flora and fauna, which are showing remarkable resilience and mutation as a result of whatever force created the crater. It may be possible to gain crucial insights into the nature of the anomaly and its broader implications, particularly for Dionae.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=File:PELLogo.png&amp;diff=34097</id>
		<title>File:PELLogo.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=File:PELLogo.png&amp;diff=34097"/>
		<updated>2024-08-24T14:53:10Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Created by Caelphon. For the Pactolus Exploration League.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Template:Navbox_Synth_Lore&amp;diff=34096</id>
		<title>Template:Navbox Synth Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Template:Navbox_Synth_Lore&amp;diff=34096"/>
		<updated>2024-08-24T14:52:12Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;padded&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;font-size: 12px; padding: 5px&amp;quot;&amp;gt;&lt;br /&gt;
{|  style=&amp;quot;cellpadding: 5px; text-align: center;width: 100%&amp;quot; class=&amp;quot;mw-collapsible mw-uncollapsed wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
!  colspan=&amp;quot;3&amp;quot; style=&amp;quot;width: 50%; background-color:#575757&amp;quot; | [[:Category:Synthetics|&amp;lt;span style=&amp;quot;color: white&amp;quot;&amp;gt;Synthetic Lore Pages&amp;lt;/span&amp;gt;]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Important Information&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[File:Baseline.png|20px|link=]]&#039;&#039;&#039;[[IPC|IPC]]&#039;&#039;&#039;  ·  &#039;&#039;&#039;[[Information for Synthetic Whitelisted Players|Rules and Roleplay Information]]&#039;&#039;&#039;  ·  [[File:Generic_borg.png|20px|link=]][[Synthetics|Synthetics]]  ·  [[File:Posibrain.png|20px|link=]][[Positronic Brain]]  ·  [[IPC and Megacorporations]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| General Information&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Synthetic Factions]]  ·  [[Notable Synthetics]]  ·  [[Robotics Overview]]  ·  [[Synthetic Origins]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Mechanics&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Cyborg]]  ·  [[AI]]  ·  [[Personal AI]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Minor Factions&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Ceres&#039; Lance]]  ·  [[Scrappers]]  ·  [[Purpose]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%; background-color:#db7070&amp;quot; colspan=&amp;quot;2&amp;quot;| Trinary Perfection&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[The Trinary Perfection|Trinary Faith]]  ·  [[Orepit]]  ·  [[The Trinary Perfection in Mendell City|Mendell City]]  ·  [[The Trinary Perfection on Mictlan|Mictlan]]  ·  [[Konyang#Trinary_Presence|Konyang]]  ·  [[Exclusionists]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%; background-color:#d1bf1d&amp;quot; colspan=&amp;quot;2&amp;quot;| Golden Deep&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Golden Deep|The Golden Deep]]  ·  [[Pactolus and Midaion]] ·  [[Pactolus Exploration League]] &lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| IPCs Around the Galaxy&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[Republic_of_Biesel#Tau Ceti Synthetics and Citizenship|Tau Ceti]]  ·  [[IPCs in Biesel|Biesel]]  ·  [[New_Gibson#IPCs_on_New_Gibson|New Gibson]]  ·  [[Konyang#Synthetics_on_Konyang|Konyang]]  ·  [[Eridani_Federation#Synthetics|Epsilon Eridani]]  ·  [[Eridani_I#Synthetics_on_Eridani_I|Eridani I]]  ·  [[Sol_Alliance#IPCs_in_the_Sol_Alliance|Sol Alliance]]  ·  [[Venus#Synthetics_on_Venus|Venus]]  ·  [[Republic_of_Elyra#Elyran_Synthetics_and_Citizenship|Elyra]]  ·  [[Coalition_of_Colonies#Synthetics_in_the_Coalition|Coalition of Colonies]]  ·  [[Xanu_Prime#Synthetics_on_Xanu_Prime|Xanu Prime]]  ·  [[Himeo#Synthetics_on_Himeo|Himeo]]  ·  [[Vysoka#Synthetics|Vysoka]]  ·  [[Assunzione#Synthetics_on_Assunzione|Assunzione]]  ·  [[IPCs in the Wildlands|The Wildlands]]&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;width: 10%&amp;quot; colspan=&amp;quot;2&amp;quot;| Megacorporation IPCs&lt;br /&gt;
| align=&amp;quot;left&amp;quot; | [[IPC and Megacorporations]]  ·  [[NanoTrasen Corporation#Hazel! Ltd./Hazel Electromotive|Hazels]]  ·  [[Idris_Incorporated#Positronics_and_Idris_Incorporated|Idris Security and Reclamation Units]]  ·  [[Hephaestus_Industries#Positronics and Hephaestus Industries|Hepheastus Industries]]  ·  [[Burzsia#The_Burzsiean_Method|Burzsia]]  ·  [[Zeng-Hu Pharmaceuticals#Positronics and Zeng-hu Pharmaceuticals|Zeng-Hu]]  ·  [[Zavodskoi Interstellar#Positronics|Z.I. Units]]  ·  [[Einstein Engines#Positronics and Einstein Engines|Einstein Engines]]&lt;br /&gt;
|} &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:Caelphon/Sandbox1&amp;diff=34095</id>
		<title>User:Caelphon/Sandbox1</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:Caelphon/Sandbox1&amp;diff=34095"/>
		<updated>2024-08-24T09:22:55Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* The Pactolus-Hieroaetheria Concordat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;noprint&amp;quot; style=&amp;quot;background-color:#FAFAFA; position:fixed; bottom:2%; left:0.25%; padding:0; margin:0;&amp;quot;&amp;gt;&lt;br /&gt;
[[#top|Back to Top]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
{{toc_right}}&lt;br /&gt;
&lt;br /&gt;
= Pactolus Exploration League =&lt;br /&gt;
&lt;br /&gt;
Created in August 2466, the Pactolus Exploration League is a jointly run organisation by the Consortium of Hieroaetheria, and the Golden Deep, with the aim of exploring Pactolus, and eventually the greater Spur. Outlined in the Pactolus-Hieroaetheria Concordat, the Legaue shall seek to discover opportunities, identify new resources and further the knowledge of both States. It is governed by a body of equal representation from both the Consortium and the Golden Deep, in which decisions are made with the best interests of both parties in mind. It shall play a crucial role in the fostering of future relations between Dionae and Synthetics alike. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
== The Pactolus-Hieroaetheria Concordat ==&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Preamble&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This concordat is made between the Consortium of Hieroaetheria (hereinafter referred to as “The Consortium”)  and the Golden Deep (hereinafter referred to as the “Golden Deep”). This agreement is intended to establish the foundation for cooperation, mutual benefit, and security between our two states, focusing on trade, exploration and technological collaboration. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article I: Hieroaetherian Bioterraforming Technology&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Consortium agrees to share its advanced bioterraforming technology with the Golden Deep under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 The technology will be utilized for the mutual benefit of both parties, specifically in the enhancement of environments within the jurisdiction of the Golden Deep; &lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall not sell, distribute, or share this technology with any third parties without explicit written consent from the Consortium; &lt;br /&gt;
&lt;br /&gt;
 A joint commission, comprising representatives from both the Consortium and the Golden Deep, will oversee the use of bioterraforming technology to ensure compliance with environmental and ethical standards.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article II: Establishment of the Pactolus Exploration League&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Pactolus Exploration League (hereinafter referred to as &amp;quot;the League&amp;quot;) shall be founded as a joint venture between the Consortium and the Golden Deep, with the following objectives:&lt;br /&gt;
&lt;br /&gt;
 To explore and chart the unexplored regions on Pactolus and its surrounding sectors; &lt;br /&gt;
&lt;br /&gt;
 To identify new resources, trade routes, and opportunities; &lt;br /&gt;
&lt;br /&gt;
 The League shall be governed by a body of persons, with equal representation from both states, ensuring that decisions are made in the best interest of both parties; and &lt;br /&gt;
&lt;br /&gt;
 All discoveries made by the League shall be shared equally between the Consortium and the Golden Deep.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article III: Establishment of the Corridor between Pactolus and Hieroaetheria&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 A trade corridor shall be established between Pactolus and Titan’s Rapture, facilitating the free and secure movement of goods, services, and people.&lt;br /&gt;
&lt;br /&gt;
 Both parties agree to ensure the safety and security of this corridor, including the protection of merchant vessels and infrastructure; and&lt;br /&gt;
 &lt;br /&gt;
 The Consortium and the Golden Deep shall jointly manage the customs and trade regulations within the corridor to ensure fair trade practices and the prevention of smuggling or illegal activities.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article IV: Golden Deep Merchants in the Consortium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Merchants of the Golden Deep shall be permitted to establish commercial operations within the Consortium, under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 Merchants must adhere to the laws and regulations of the Consortium, including but not limited to trade, taxation, and labour laws; &lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall be responsible for ensuring that its merchants act in good faith and maintain the standards of conduct expected by the Consortium; &lt;br /&gt;
&lt;br /&gt;
 In return, the Consortium guarantees the protection of Golden Deep merchants and their investments within its borders.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article V: Establishment of the Titan’s Rapture Space Station&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall establish the HeartGold Concordia within Titan’s Rapture to aid in trade, exploration, and the protection of the corridor between Pactolus and Titan’s Rapture.&lt;br /&gt;
&lt;br /&gt;
 The HeartGold Concordia shall serve as a hub for commercial activity, providing facilities for trade, storage, and maintenance of vessels; &lt;br /&gt;
&lt;br /&gt;
 The Heartgold Concordia will also house defensive systems and garrisons to protect against piracy or other threats to the corridor; and &lt;br /&gt;
&lt;br /&gt;
 The Consortium shall provide logistical support and resources necessary for the construction and operation of the station, in exchange for access to the station&#039;s facilities and services.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VI: Dispute Resolution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Any disputes arising from the interpretation or implementation of this treaty shall be resolved through diplomatic channels, with representatives from both the Consortium and the Golden Deep convening to negotiate a resolution. If a resolution cannot be reached through direct negotiation, the matter may be referred to a neutral third party for mediation. The third party shall be appointed by an agreement from both parties. &lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VII: Variation&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Any provision of this agreement may be amended or modified only with the written consent of both parties. Such consent must be expressly stated in writing and signed by authorized representatives of each party. No variation of this agreement shall be valid or enforceable unless made in accordance with this clause.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VIII: Duration and Termination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 This treaty shall remain in effect for a period of twenty years, after which it may be renewed, amended, or terminated by mutual agreement. Either party may terminate this treaty upon providing one standard year’s notice, provided that any obligations or projects underway at the time of termination are completed in accordance with the terms of this treaty.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pactolus Exploration Commission ==&lt;br /&gt;
&lt;br /&gt;
The Pactolus Exploration Commission, or just the Commission, governs the League – it is responsible for overseeing the bioterraforming operations of the Consortium, and the further exploration of Pactolus – as well as ensuring any discoveries are catalogued and subsequently shared between the Golden Deep and the Consortium. The Commission is Co-Chaired by representatives from each party; respectively, Engineer Philan and Twisting of the Celestial Energy to Create Life. Both had been pre-selected during the discussions between the Consortium and Golden Deep. Despite being Co-Chairs, the Commission rotates leadership every year, so as to allow each party a turn in leading the Commission – currently, the Golden Deep maintains leadership. The Commission is supported by the Advisory Council composed of experts in various fields such as bioterraforming, astrocartography, and interstellar trade. While the Council does not have voting power, it provides essential guidance and expertise to inform the Commission of possible decisions. &lt;br /&gt;
&lt;br /&gt;
=== Engineer Philan ===&lt;br /&gt;
&lt;br /&gt;
Elected to their position in 2466 as the Foreman of Industry of the City of Eurydice, Engineer Philan has thrived in orchestrating efficiency among the logistical, research and development, and the industrial for the Golden Deep’s terrestrial home. Now undertaking their first major endeavor outside of their station within the city, the engineer is coordinating with Commander N33L of the Merchant Navy, and foreign ambassadors of Midas Control, to help install the aid of Hieroatheria’s bioterraforming expertise. Together, along with the Camarilla Estrocian’s researchers, a lower council is formed in management of furthering the terrestrial interests of the collective.&lt;br /&gt;
&lt;br /&gt;
=== Twisting of the Celestial Energy to Create Life ===&lt;br /&gt;
&lt;br /&gt;
Disgorged from their pod in 2391 CE, Twisting of the Celestial Energy to Create Life, or just Twisting, on Anu – they have made a mark within the Consortium. Being amongst the first Dionae accepted to the Grand University of the Nralakk Federation, they were mentored by Etherial Vapors Whispering Through Nebulae – which has all but ensured their selection for the Pactolus Exploration League. Despite being amongst the younger gestalts, they have made greater strides in bioterraforming during their residence on Gentle Winds. They are the elected representative for the bioterraforming operations on Pactolus.&lt;br /&gt;
 &lt;br /&gt;
== Objectives of the League ==&lt;br /&gt;
&lt;br /&gt;
Tasked with advancing the frontiers of knowledge and opportunity, both within Hieroaetheria and Pactolus, the Legaue’s secondary objectives include the exploration and charting of the wasteland of Pactolous – however, its main objective is seeking to create additional habitable regions on Pactolus through the usage of the Consortium’s bioterraforming technology. Any data catalogued following the completion of bioterraforming operations shall be shared between the parties, including genetic information obtained from both flora and fauna. In hopes of speeding up the bioterraforming operations, this genetic information shall be analysed within the Consortium by analysts from both parties – for the mutual benefit of the founding members. &lt;br /&gt;
&lt;br /&gt;
=== Exploration Zones ===&lt;br /&gt;
&lt;br /&gt;
====The Eurydice Expansion Zone ====&lt;br /&gt;
&lt;br /&gt;
The immediate area surrounding Eurydice has been the elected region in which bioterraforming will be the most rampant; partly as a result of the fact it finds itself situated deeply within surrounding forests – alongside the carcass of Bayonne. Despite recent initiatives to develop the infrastructure, there is a dire need for Eurydice to expand to accomodate the incoming population, as well as manufacturing and production facilities. Though the Outskirts is the outermost, and newest, ring to Eurydice is plagued by onsloughts from the harmful atmosphere of Pactolus – it is the objective of the bioterraforming operations to filter out the toxins immediately surrounding Eurydice, so as to allow additional expansion. &lt;br /&gt;
&lt;br /&gt;
====New Arcadie Anomaly Zone ====&lt;br /&gt;
&lt;br /&gt;
The League has designated New Arcadie as a high-priority target for investigation due to its inexplicable nature and potential for valuable discoveries. Despite repeated attempts to physically reach the city, all efforts have been thwarted by an anomalous displacement effect, which consistently places exploration teams forty-two kilometers from the city boundaries. Undeterred, the League has sought to assemble a task force to study the phenomenon from a distance, employing advanced remote sensing technology, drones, and orbital scans to gather data on the city’s structure, environmental conditions, and the surrounding anomalous flora and fauna. The Commission has also authorized the deployment of specialized research vessels equipped with quantum entanglement communication arrays, hoping to pierce the enigmatic barrier preventing access. While direct exploration remains elusive, the League&#039;s ongoing efforts aim to unlock the secrets of New Arcadie, hypothesizing that understanding the city’s displacement mechanism could lead to groundbreaking advancements in bluespace manipulation. &lt;br /&gt;
&lt;br /&gt;
====Reach Expedition Zone ====&lt;br /&gt;
&lt;br /&gt;
A surge of interest from the expanding Golden Deep has been sparked by the discovery of intact power facilities within the ancient ruins west of Eurydice, especially in light of the growing demand for energy to sustain its burgeoning synthetic population. Located deep within the mountains, these pre-Interstellar War structures may hold immense energy potential. To carefully study and reactivate the dormant power systems, the League has sent engineers, historians, and synthetic specialists. Despite their age, the facilities are remarkably well-preserved, suggesting the presence of advanced technologies that could revolutionize Eurydice&#039;s energy infrastructure. This League hopes to not only restore these facilities to operational status, but also reverse engineer their technologies in order to develop new and more efficient ways to produce power. Eurydice will be able to expand and solidify its status as the central hub of the Golden Deep if this endeavor is successful, providing it with a sustainable energy source.&lt;br /&gt;
&lt;br /&gt;
====Ground Zero Research Zone ====&lt;br /&gt;
&lt;br /&gt;
In the vicinity of a once-thriving city, a massive crater has drawn the League&#039;s urgent attention, displaying extreme anomalous characteristics well beyond those expected of the surrounding fauna and flora. Combined with the inexplicable changes in the local environment, the sudden formation of the crater suggests a catastrophe or an unknown force. An expert team of geologists, biologists, and anomaly specialists has been assigned to investigate the crater&#039;s origins, using particle analysis and deep-earth scanning. Xenobiologists and ecologists are systematically cataloguing the surrounding flora and fauna, which are showing remarkable resilience and mutation as a result of whatever force created the crater. It may be possible to gain crucial insights into the nature of the anomaly and its broader implications, particularly for Dionae.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
	<entry>
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		<title>User:Caelphon/Sandbox1</title>
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		<updated>2024-08-24T09:22:29Z</updated>

		<summary type="html">&lt;p&gt;Caelphon: /* The Pactolus-Hieroaetheria Concordat */&lt;/p&gt;
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[[#top|Back to Top]]&lt;br /&gt;
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{{Navbox Lore}}&lt;br /&gt;
{{Navbox_Dionae_Lore}}&lt;br /&gt;
{{Navbox_Synth_Lore}}&lt;br /&gt;
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= Pactolus Exploration League =&lt;br /&gt;
&lt;br /&gt;
Created in August 2466, the Pactolus Exploration League is a jointly run organisation by the Consortium of Hieroaetheria, and the Golden Deep, with the aim of exploring Pactolus, and eventually the greater Spur. Outlined in the Pactolus-Hieroaetheria Concordat, the Legaue shall seek to discover opportunities, identify new resources and further the knowledge of both States. It is governed by a body of equal representation from both the Consortium and the Golden Deep, in which decisions are made with the best interests of both parties in mind. It shall play a crucial role in the fostering of future relations between Dionae and Synthetics alike. &lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
== The Pactolus-Hieroaetheria Concordat ==&lt;br /&gt;
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 &#039;&#039;&#039;Preamble&#039;&#039;&#039;&lt;br /&gt;
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 This concordat is made between the Consortium of Hieroaetheria (hereinafter referred to as “The Consortium”)  and the Golden Deep (hereinafter referred to as the “Golden Deep”). This agreement is intended to establish the foundation for cooperation, mutual benefit, and security between our two states, focusing on trade, exploration and technological collaboration. &lt;br /&gt;
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 &#039;&#039;&#039;Article I: Hieroaetherian Bioterraforming Technology&#039;&#039;&#039;&lt;br /&gt;
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 The Consortium agrees to share its advanced bioterraforming technology with the Golden Deep under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 The technology will be utilized for the mutual benefit of both parties, specifically in the enhancement of environments within the jurisdiction of the Golden Deep; &lt;br /&gt;
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 The Golden Deep shall not sell, distribute, or share this technology with any third parties without explicit written consent from the Consortium; &lt;br /&gt;
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 A joint commission, comprising representatives from both the Consortium and the Golden Deep, will oversee the use of bioterraforming technology to ensure compliance with environmental and ethical standards.&lt;br /&gt;
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 &#039;&#039;&#039;Article II: Establishment of the Pactolus Exploration League&#039;&#039;&#039;&lt;br /&gt;
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 The Pactolus Exploration League (hereinafter referred to as &amp;quot;the League&amp;quot;) shall be founded as a joint venture between the Consortium and the Golden Deep, with the following objectives:&lt;br /&gt;
&lt;br /&gt;
 To explore and chart the unexplored regions on Pactolus and its surrounding sectors; &lt;br /&gt;
&lt;br /&gt;
 To identify new resources, trade routes, and opportunities; &lt;br /&gt;
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 The League shall be governed by a body of persons, with equal representation from both states, ensuring that decisions are made in the best interest of both parties; and &lt;br /&gt;
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 All discoveries made by the League shall be shared equally between the Consortium and the Golden Deep.&lt;br /&gt;
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 &#039;&#039;&#039;Article III: Establishment of the Corridor between Pactolus and Hieroaetheria&#039;&#039;&#039;&lt;br /&gt;
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 A trade corridor shall be established between Pactolus and Titan’s Rapture, facilitating the free and secure movement of goods, services, and people.&lt;br /&gt;
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 Both parties agree to ensure the safety and security of this corridor, including the protection of merchant vessels and infrastructure; and&lt;br /&gt;
 &lt;br /&gt;
 The Consortium and the Golden Deep shall jointly manage the customs and trade regulations within the corridor to ensure fair trade practices and the prevention of smuggling or illegal activities.&lt;br /&gt;
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 &#039;&#039;&#039;Article IV: Golden Deep Merchants in the Consortium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Merchants of the Golden Deep shall be permitted to establish commercial operations within the Consortium, under the following conditions:&lt;br /&gt;
&lt;br /&gt;
 Merchants must adhere to the laws and regulations of the Consortium, including but not limited to trade, taxation, and labour laws; &lt;br /&gt;
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 The Golden Deep shall be responsible for ensuring that its merchants act in good faith and maintain the standards of conduct expected by the Consortium; &lt;br /&gt;
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 In return, the Consortium guarantees the protection of Golden Deep merchants and their investments within its borders.&lt;br /&gt;
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 &#039;&#039;&#039;Article V: Establishment of the Titan’s Rapture Space Station&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 The Golden Deep shall establish the HeartGold Concordia within Titan’s Rapture to aid in trade, exploration, and the protection of the corridor between Pactolus and Titan’s Rapture.&lt;br /&gt;
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 The HeartGold Concordia shall serve as a hub for commercial activity, providing facilities for trade, storage, and maintenance of vessels; &lt;br /&gt;
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 The Heartgold Concordia will also house defensive systems and garrisons to protect against piracy or other threats to the corridor; and &lt;br /&gt;
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 The Consortium shall provide logistical support and resources necessary for the construction and operation of the station, in exchange for access to the station&#039;s facilities and services.&lt;br /&gt;
&lt;br /&gt;
 &#039;&#039;&#039;Article VI: Dispute Resolution&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 Any disputes arising from the interpretation or implementation of this treaty shall be resolved through diplomatic channels, with representatives from both the Consortium and the Golden Deep convening to negotiate a resolution. If a resolution cannot be reached through direct negotiation, the matter may be referred to a neutral third party for mediation. The third party shall be appointed by an agreement from both parties. &lt;br /&gt;
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 &#039;&#039;&#039;Article VII: Variation&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
 Any provision of this agreement may be amended or modified only with the written consent of both parties. Such consent must be expressly stated in writing and signed by authorized representatives of each party. No variation of this agreement shall be valid or enforceable unless made in accordance with this clause.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Article VIII: Duration and Termination&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This treaty shall remain in effect for a period of twenty years, after which it may be renewed, amended, or terminated by mutual agreement. Either party may terminate this treaty upon providing one standard year’s notice, provided that any obligations or projects underway at the time of termination are completed in accordance with the terms of this treaty.&lt;br /&gt;
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== Pactolus Exploration Commission ==&lt;br /&gt;
&lt;br /&gt;
The Pactolus Exploration Commission, or just the Commission, governs the League – it is responsible for overseeing the bioterraforming operations of the Consortium, and the further exploration of Pactolus – as well as ensuring any discoveries are catalogued and subsequently shared between the Golden Deep and the Consortium. The Commission is Co-Chaired by representatives from each party; respectively, Engineer Philan and Twisting of the Celestial Energy to Create Life. Both had been pre-selected during the discussions between the Consortium and Golden Deep. Despite being Co-Chairs, the Commission rotates leadership every year, so as to allow each party a turn in leading the Commission – currently, the Golden Deep maintains leadership. The Commission is supported by the Advisory Council composed of experts in various fields such as bioterraforming, astrocartography, and interstellar trade. While the Council does not have voting power, it provides essential guidance and expertise to inform the Commission of possible decisions. &lt;br /&gt;
&lt;br /&gt;
=== Engineer Philan ===&lt;br /&gt;
&lt;br /&gt;
Elected to their position in 2466 as the Foreman of Industry of the City of Eurydice, Engineer Philan has thrived in orchestrating efficiency among the logistical, research and development, and the industrial for the Golden Deep’s terrestrial home. Now undertaking their first major endeavor outside of their station within the city, the engineer is coordinating with Commander N33L of the Merchant Navy, and foreign ambassadors of Midas Control, to help install the aid of Hieroatheria’s bioterraforming expertise. Together, along with the Camarilla Estrocian’s researchers, a lower council is formed in management of furthering the terrestrial interests of the collective.&lt;br /&gt;
&lt;br /&gt;
=== Twisting of the Celestial Energy to Create Life ===&lt;br /&gt;
&lt;br /&gt;
Disgorged from their pod in 2391 CE, Twisting of the Celestial Energy to Create Life, or just Twisting, on Anu – they have made a mark within the Consortium. Being amongst the first Dionae accepted to the Grand University of the Nralakk Federation, they were mentored by Etherial Vapors Whispering Through Nebulae – which has all but ensured their selection for the Pactolus Exploration League. Despite being amongst the younger gestalts, they have made greater strides in bioterraforming during their residence on Gentle Winds. They are the elected representative for the bioterraforming operations on Pactolus.&lt;br /&gt;
 &lt;br /&gt;
== Objectives of the League ==&lt;br /&gt;
&lt;br /&gt;
Tasked with advancing the frontiers of knowledge and opportunity, both within Hieroaetheria and Pactolus, the Legaue’s secondary objectives include the exploration and charting of the wasteland of Pactolous – however, its main objective is seeking to create additional habitable regions on Pactolus through the usage of the Consortium’s bioterraforming technology. Any data catalogued following the completion of bioterraforming operations shall be shared between the parties, including genetic information obtained from both flora and fauna. In hopes of speeding up the bioterraforming operations, this genetic information shall be analysed within the Consortium by analysts from both parties – for the mutual benefit of the founding members. &lt;br /&gt;
&lt;br /&gt;
=== Exploration Zones ===&lt;br /&gt;
&lt;br /&gt;
====The Eurydice Expansion Zone ====&lt;br /&gt;
&lt;br /&gt;
The immediate area surrounding Eurydice has been the elected region in which bioterraforming will be the most rampant; partly as a result of the fact it finds itself situated deeply within surrounding forests – alongside the carcass of Bayonne. Despite recent initiatives to develop the infrastructure, there is a dire need for Eurydice to expand to accomodate the incoming population, as well as manufacturing and production facilities. Though the Outskirts is the outermost, and newest, ring to Eurydice is plagued by onsloughts from the harmful atmosphere of Pactolus – it is the objective of the bioterraforming operations to filter out the toxins immediately surrounding Eurydice, so as to allow additional expansion. &lt;br /&gt;
&lt;br /&gt;
====New Arcadie Anomaly Zone ====&lt;br /&gt;
&lt;br /&gt;
The League has designated New Arcadie as a high-priority target for investigation due to its inexplicable nature and potential for valuable discoveries. Despite repeated attempts to physically reach the city, all efforts have been thwarted by an anomalous displacement effect, which consistently places exploration teams forty-two kilometers from the city boundaries. Undeterred, the League has sought to assemble a task force to study the phenomenon from a distance, employing advanced remote sensing technology, drones, and orbital scans to gather data on the city’s structure, environmental conditions, and the surrounding anomalous flora and fauna. The Commission has also authorized the deployment of specialized research vessels equipped with quantum entanglement communication arrays, hoping to pierce the enigmatic barrier preventing access. While direct exploration remains elusive, the League&#039;s ongoing efforts aim to unlock the secrets of New Arcadie, hypothesizing that understanding the city’s displacement mechanism could lead to groundbreaking advancements in bluespace manipulation. &lt;br /&gt;
&lt;br /&gt;
====Reach Expedition Zone ====&lt;br /&gt;
&lt;br /&gt;
A surge of interest from the expanding Golden Deep has been sparked by the discovery of intact power facilities within the ancient ruins west of Eurydice, especially in light of the growing demand for energy to sustain its burgeoning synthetic population. Located deep within the mountains, these pre-Interstellar War structures may hold immense energy potential. To carefully study and reactivate the dormant power systems, the League has sent engineers, historians, and synthetic specialists. Despite their age, the facilities are remarkably well-preserved, suggesting the presence of advanced technologies that could revolutionize Eurydice&#039;s energy infrastructure. This League hopes to not only restore these facilities to operational status, but also reverse engineer their technologies in order to develop new and more efficient ways to produce power. Eurydice will be able to expand and solidify its status as the central hub of the Golden Deep if this endeavor is successful, providing it with a sustainable energy source.&lt;br /&gt;
&lt;br /&gt;
====Ground Zero Research Zone ====&lt;br /&gt;
&lt;br /&gt;
In the vicinity of a once-thriving city, a massive crater has drawn the League&#039;s urgent attention, displaying extreme anomalous characteristics well beyond those expected of the surrounding fauna and flora. Combined with the inexplicable changes in the local environment, the sudden formation of the crater suggests a catastrophe or an unknown force. An expert team of geologists, biologists, and anomaly specialists has been assigned to investigate the crater&#039;s origins, using particle analysis and deep-earth scanning. Xenobiologists and ecologists are systematically cataloguing the surrounding flora and fauna, which are showing remarkable resilience and mutation as a result of whatever force created the crater. It may be possible to gain crucial insights into the nature of the anomaly and its broader implications, particularly for Dionae.&lt;/div&gt;</summary>
		<author><name>Caelphon</name></author>
	</entry>
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